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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nightwind</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nightwind"/>
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	<updated>2026-04-05T23:17:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48650</id>
		<title>Talk:Scamps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48650"/>
		<updated>2009-08-15T11:54:06Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Looks like we have a pref string for scamps */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please do not delete this ==&lt;br /&gt;
&lt;br /&gt;
This is just meant for fun. Keep in my the DF Wiki is not help up to the same standards as Wikipedia. Thanks! --[[User:RustyMcloon|Rusty Mcloon]] 08:10, 25 April 2009 (UTC)&lt;br /&gt;
:I have an enourmous problem with this page... Scamps needs his own RAWs! Also, he doesn't have a tail, which is worthy of note--[[User:Jackrabbit|Jackrabbit]] 11:46, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Aieee! It menaces with spikes of cutite!  It is decorated with stripes of adorablemite! Urist McTuffguy stops activity, interrupted by kitten.--[[User:Albedo|Albedo]] 20:23, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But we do need to remove the link for page for scamps on wikipedia, if they keep reverting it out of existance it's going to get protected in non existance and sombody peeved at us.  --[[User:Nightwind|Nightwind]] 00:10, 1 May 2009 (UTC)&lt;br /&gt;
:Done. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 02:24, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To: whoever it was ==&lt;br /&gt;
&lt;br /&gt;
who added &amp;quot;the shoe is making a plaintive gesture&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You, sir, are a king among men. I laughed a that for longer than I should've. [[User:FangXianfu|FangXianfu]] 17:46, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Looks like we have a pref string for scamps ==&lt;br /&gt;
&lt;br /&gt;
from the news:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scamps was scratching at the guitar strings while the guitar was in its stand. I was going to go stop him when he managed to pluck a very solid A, at which point he stopped messing around and let it ring out. I will look forward to future hits assuming the strings don't start breaking.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nightwind|Nightwind]] 11:54, 15 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17264</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17264"/>
		<updated>2009-06-08T19:24:35Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
:In reply to 2, I have several decorated barrels and bags in use. Gem-encrusted masterwork bags being used to hold wild strawberry seed... go figure. -[[User:Fuzzy|Fuzzy]] 12:05, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::A failed Goblin ambush preceded an incredible procession of EVERYONE in my fort carrying plump helmet spawn up to the surface to store it on a Goblin corpse who was unfortunate enough to die with a leather bag in its inventory.  Even people for whom everything was turned off but their related job (e.g., miners).  They only forgot about the bag when I both forbade it and set it for dumping.  Now I can't do anything with it. [[User:FJH|FJH]] 19:19, 17 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves store seeds in bags built as chests in other dwarves' rooms? Rather, if you build a bag as a chest in a dwarf's room, will other dwarves store seeds in it? If its owner stores seeds in it, will other dwarves eat them? --[[User:Tachyon|Tachyon]] 14:44, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*you have a ''valid'' i-zone marked for sand collecting? (one that is placed over a tile that reads &amp;quot;X Sand&amp;quot; (not a wall) and has something other than a zero at 'sand collection (X)'?&lt;br /&gt;
*you have a dwarf with ''glassmaking'' enabled?&lt;br /&gt;
*you queued the task at a glass furnace?&lt;br /&gt;
*possibly bags sitting in the/a workshop might be ignored; they have to be on a furniture pile --[[User:Koltom|Koltom]] 09:54, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== chest vs coffer ==&lt;br /&gt;
&lt;br /&gt;
how much difference in value is there between getting a mason to make a coffer out of a gold nugget and a metalsmith to make a chest from gold metal?&lt;br /&gt;
&lt;br /&gt;
Any time I'm letting a mason near native aluminium or native platinum he's usually quite skilled - so far my metalsmiths are outstripping supply of metal bars very quickly so they are still only as skilled as they were when they migrated.[[User:GarrieIrons|GarrieIrons]] 06:22, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check the page for [[value]]. It looks like ore has the same value as the metal. --[[User:Strangething|Strangething]] 02:08, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store your bloody items! ==&lt;br /&gt;
&lt;br /&gt;
My nobles and legendary whatever keep claiming random items and leave them where they lay. Supposedly it might be a problem my dwarves have the same cabinets and coffers since they might have the same room. Anything else I need to know to make my dwarves take care of their bloody belongings? Makes it difficult to place and build things. --[[User:Seaneat|Seaneat]] 13:15, 4 August 2008 (EDT)&lt;br /&gt;
:Indeed, my Tax Collector has about a dozen stone earrings on the floor of her room, but won't put any of them in the two gabbro coffers in her room. Am I missing something? [[User:HeWhoIsPale|HeWhoIsPale]] 16:32, 27 August 2008 (EDT)&lt;br /&gt;
:On that note, do cabinets and coffers have a capacity, or are they wardrobes of holding? [[User:HeWhoIsPale|HeWhoIsPale]] 10:13, 28 August 2008 (EDT)&lt;br /&gt;
:::I believe they hold 12 items each(one screen worth)--[[User:Shoez|Shoez]] 03:20, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emptying bags ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to essentially say &amp;quot;move the contents onto the floor or into another container&amp;quot;? As mentioned in an answer above, I have some containers which got decorated and would be worth a great deal in trade, but are currently holding food supplies. I suppose I could just sell the containers with their contents, but that seems somewhat inelegant. -[[User:Fuzzy|Fuzzy]] 12:07, 5 September 2008 (EDT)&lt;br /&gt;
:Have you tried marking the contents for dumping? I think I've used that to empty things out before. --[[User:Bilkinson|Bilkinson]] 14:18, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Degrading bags ==&lt;br /&gt;
&lt;br /&gt;
I am not sure if this should be mentioned here or under [[wear]] but I have noticed that bags of leaves, seeds, dye, etc. stored in barrels, inside,&amp;lt;br&amp;gt;in designated stockpiles are subject to wear, though the contents of the bags and the barrels holding the bags are immune to wear.&amp;lt;br&amp;gt;I am not sure if this is caused by foot traffic(though I suspect it is) or simply time as I made most of my bags in the first 5 years of my fort&amp;lt;br&amp;gt; and I am just noticing this after year 20.  I suggest a comment be added here and in the wear article as a warning, pending further investigation.&amp;lt;br&amp;gt;--[[User:PencilinHand|PencilinHand]] 19:43, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Container Contents ==&lt;br /&gt;
&lt;br /&gt;
I re-added the information about using the k-key to view container contents since the t-key method only works if the container isn't in a stockpile. --[[User:Mithra|Mithra]] 18:37, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Something missing? ==&lt;br /&gt;
&lt;br /&gt;
We've got what stockpiles they fill when full.&lt;br /&gt;
&lt;br /&gt;
What stockpile is normal for them empty?&lt;br /&gt;
&lt;br /&gt;
--[[User:Nightwind|Nightwind]] 19:03, 8 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17263</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17263"/>
		<updated>2009-06-08T19:03:44Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Something missing? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
:In reply to 2, I have several decorated barrels and bags in use. Gem-encrusted masterwork bags being used to hold wild strawberry seed... go figure. -[[User:Fuzzy|Fuzzy]] 12:05, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::A failed Goblin ambush preceded an incredible procession of EVERYONE in my fort carrying plump helmet spawn up to the surface to store it on a Goblin corpse who was unfortunate enough to die with a leather bag in its inventory.  Even people for whom everything was turned off but their related job (e.g., miners).  They only forgot about the bag when I both forbade it and set it for dumping.  Now I can't do anything with it. [[User:FJH|FJH]] 19:19, 17 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves store seeds in bags built as chests in other dwarves' rooms? Rather, if you build a bag as a chest in a dwarf's room, will other dwarves store seeds in it? If its owner stores seeds in it, will other dwarves eat them? --[[User:Tachyon|Tachyon]] 14:44, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*you have a ''valid'' i-zone marked for sand collecting? (one that is placed over a tile that reads &amp;quot;X Sand&amp;quot; (not a wall) and has something other than a zero at 'sand collection (X)'?&lt;br /&gt;
*you have a dwarf with ''glassmaking'' enabled?&lt;br /&gt;
*you queued the task at a glass furnace?&lt;br /&gt;
*possibly bags sitting in the/a workshop might be ignored; they have to be on a furniture pile --[[User:Koltom|Koltom]] 09:54, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== chest vs coffer ==&lt;br /&gt;
&lt;br /&gt;
how much difference in value is there between getting a mason to make a coffer out of a gold nugget and a metalsmith to make a chest from gold metal?&lt;br /&gt;
&lt;br /&gt;
Any time I'm letting a mason near native aluminium or native platinum he's usually quite skilled - so far my metalsmiths are outstripping supply of metal bars very quickly so they are still only as skilled as they were when they migrated.[[User:GarrieIrons|GarrieIrons]] 06:22, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check the page for [[value]]. It looks like ore has the same value as the metal. --[[User:Strangething|Strangething]] 02:08, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store your bloody items! ==&lt;br /&gt;
&lt;br /&gt;
My nobles and legendary whatever keep claiming random items and leave them where they lay. Supposedly it might be a problem my dwarves have the same cabinets and coffers since they might have the same room. Anything else I need to know to make my dwarves take care of their bloody belongings? Makes it difficult to place and build things. --[[User:Seaneat|Seaneat]] 13:15, 4 August 2008 (EDT)&lt;br /&gt;
:Indeed, my Tax Collector has about a dozen stone earrings on the floor of her room, but won't put any of them in the two gabbro coffers in her room. Am I missing something? [[User:HeWhoIsPale|HeWhoIsPale]] 16:32, 27 August 2008 (EDT)&lt;br /&gt;
:On that note, do cabinets and coffers have a capacity, or are they wardrobes of holding? [[User:HeWhoIsPale|HeWhoIsPale]] 10:13, 28 August 2008 (EDT)&lt;br /&gt;
:::I believe they hold 12 items each(one screen worth)--[[User:Shoez|Shoez]] 03:20, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emptying bags ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to essentially say &amp;quot;move the contents onto the floor or into another container&amp;quot;? As mentioned in an answer above, I have some containers which got decorated and would be worth a great deal in trade, but are currently holding food supplies. I suppose I could just sell the containers with their contents, but that seems somewhat inelegant. -[[User:Fuzzy|Fuzzy]] 12:07, 5 September 2008 (EDT)&lt;br /&gt;
:Have you tried marking the contents for dumping? I think I've used that to empty things out before. --[[User:Bilkinson|Bilkinson]] 14:18, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Degrading bags ==&lt;br /&gt;
&lt;br /&gt;
I am not sure if this should be mentioned here or under [[wear]] but I have noticed that bags of leaves, seeds, dye, etc. stored in barrels, inside,&amp;lt;br&amp;gt;in designated stockpiles are subject to wear, though the contents of the bags and the barrels holding the bags are immune to wear.&amp;lt;br&amp;gt;I am not sure if this is caused by foot traffic(though I suspect it is) or simply time as I made most of my bags in the first 5 years of my fort&amp;lt;br&amp;gt; and I am just noticing this after year 20.  I suggest a comment be added here and in the wear article as a warning, pending further investigation.&amp;lt;br&amp;gt;--[[User:PencilinHand|PencilinHand]] 19:43, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Container Contents ==&lt;br /&gt;
&lt;br /&gt;
I re-added the information about using the k-key to view container contents since the t-key method only works if the container isn't in a stockpile. --[[User:Mithra|Mithra]] 18:37, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something missing? ==&lt;br /&gt;
&lt;br /&gt;
We've got what stockpiles they fill when full.&lt;br /&gt;
&lt;br /&gt;
What stockpile is normal for them empty?&lt;br /&gt;
&lt;br /&gt;
== Something missing? ==&lt;br /&gt;
&lt;br /&gt;
We've got what stockpiles they fill when full.&lt;br /&gt;
&lt;br /&gt;
What stockpile is normal for them empty?&lt;br /&gt;
&lt;br /&gt;
--[[User:Nightwind|Nightwind]] 19:03, 8 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17262</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17262"/>
		<updated>2009-06-08T19:03:07Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Something missing? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
:In reply to 2, I have several decorated barrels and bags in use. Gem-encrusted masterwork bags being used to hold wild strawberry seed... go figure. -[[User:Fuzzy|Fuzzy]] 12:05, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::A failed Goblin ambush preceded an incredible procession of EVERYONE in my fort carrying plump helmet spawn up to the surface to store it on a Goblin corpse who was unfortunate enough to die with a leather bag in its inventory.  Even people for whom everything was turned off but their related job (e.g., miners).  They only forgot about the bag when I both forbade it and set it for dumping.  Now I can't do anything with it. [[User:FJH|FJH]] 19:19, 17 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves store seeds in bags built as chests in other dwarves' rooms? Rather, if you build a bag as a chest in a dwarf's room, will other dwarves store seeds in it? If its owner stores seeds in it, will other dwarves eat them? --[[User:Tachyon|Tachyon]] 14:44, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*you have a ''valid'' i-zone marked for sand collecting? (one that is placed over a tile that reads &amp;quot;X Sand&amp;quot; (not a wall) and has something other than a zero at 'sand collection (X)'?&lt;br /&gt;
*you have a dwarf with ''glassmaking'' enabled?&lt;br /&gt;
*you queued the task at a glass furnace?&lt;br /&gt;
*possibly bags sitting in the/a workshop might be ignored; they have to be on a furniture pile --[[User:Koltom|Koltom]] 09:54, 23 April 2008 (EDT)&lt;br /&gt;
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== chest vs coffer ==&lt;br /&gt;
&lt;br /&gt;
how much difference in value is there between getting a mason to make a coffer out of a gold nugget and a metalsmith to make a chest from gold metal?&lt;br /&gt;
&lt;br /&gt;
Any time I'm letting a mason near native aluminium or native platinum he's usually quite skilled - so far my metalsmiths are outstripping supply of metal bars very quickly so they are still only as skilled as they were when they migrated.[[User:GarrieIrons|GarrieIrons]] 06:22, 8 July 2008 (EDT)&lt;br /&gt;
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:Check the page for [[value]]. It looks like ore has the same value as the metal. --[[User:Strangething|Strangething]] 02:08, 10 July 2008 (EDT)&lt;br /&gt;
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== Store your bloody items! ==&lt;br /&gt;
&lt;br /&gt;
My nobles and legendary whatever keep claiming random items and leave them where they lay. Supposedly it might be a problem my dwarves have the same cabinets and coffers since they might have the same room. Anything else I need to know to make my dwarves take care of their bloody belongings? Makes it difficult to place and build things. --[[User:Seaneat|Seaneat]] 13:15, 4 August 2008 (EDT)&lt;br /&gt;
:Indeed, my Tax Collector has about a dozen stone earrings on the floor of her room, but won't put any of them in the two gabbro coffers in her room. Am I missing something? [[User:HeWhoIsPale|HeWhoIsPale]] 16:32, 27 August 2008 (EDT)&lt;br /&gt;
:On that note, do cabinets and coffers have a capacity, or are they wardrobes of holding? [[User:HeWhoIsPale|HeWhoIsPale]] 10:13, 28 August 2008 (EDT)&lt;br /&gt;
:::I believe they hold 12 items each(one screen worth)--[[User:Shoez|Shoez]] 03:20, 24 April 2009 (UTC)&lt;br /&gt;
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== Emptying bags ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to essentially say &amp;quot;move the contents onto the floor or into another container&amp;quot;? As mentioned in an answer above, I have some containers which got decorated and would be worth a great deal in trade, but are currently holding food supplies. I suppose I could just sell the containers with their contents, but that seems somewhat inelegant. -[[User:Fuzzy|Fuzzy]] 12:07, 5 September 2008 (EDT)&lt;br /&gt;
:Have you tried marking the contents for dumping? I think I've used that to empty things out before. --[[User:Bilkinson|Bilkinson]] 14:18, 5 September 2008 (EDT)&lt;br /&gt;
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== Degrading bags ==&lt;br /&gt;
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I am not sure if this should be mentioned here or under [[wear]] but I have noticed that bags of leaves, seeds, dye, etc. stored in barrels, inside,&amp;lt;br&amp;gt;in designated stockpiles are subject to wear, though the contents of the bags and the barrels holding the bags are immune to wear.&amp;lt;br&amp;gt;I am not sure if this is caused by foot traffic(though I suspect it is) or simply time as I made most of my bags in the first 5 years of my fort&amp;lt;br&amp;gt; and I am just noticing this after year 20.  I suggest a comment be added here and in the wear article as a warning, pending further investigation.&amp;lt;br&amp;gt;--[[User:PencilinHand|PencilinHand]] 19:43, 25 January 2009 (EST)&lt;br /&gt;
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== Container Contents ==&lt;br /&gt;
&lt;br /&gt;
I re-added the information about using the k-key to view container contents since the t-key method only works if the container isn't in a stockpile. --[[User:Mithra|Mithra]] 18:37, 12 April 2009 (UTC)&lt;br /&gt;
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== Something missing? ==&lt;br /&gt;
&lt;br /&gt;
We've got what stockpiles they fill when full.&lt;br /&gt;
&lt;br /&gt;
What stockpile is normal for them empty?&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18486</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18486"/>
		<updated>2009-05-04T13:48:04Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Caged Dwarfs not immortal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
&lt;br /&gt;
:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48723</id>
		<title>User talk:Nightwind</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48723"/>
		<updated>2009-05-03T08:42:20Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We're all allowed a place to say hi.  I figure I'll mostly drop an idea here or there, or try to clean up redirects.  Schlep work.  I've found a few that need it.&lt;br /&gt;
&lt;br /&gt;
There's one I'm making my goal for today, &amp;quot;metal bars vs bars of metal&amp;quot; I found one that goes to the wrong page, I'm betting there are others.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nightwind|Nightwind]] 00:13, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
So, now that you understand the mist generator, can you make the article better?--[[User:Kwieland|Kwieland]] 20:49, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm more of a 'fix a comma, fix an apostrophe, fix a link' type of person.    But maybe I can figure it out, no promises.--[[User:Nightwind|Nightwind]]&lt;br /&gt;
&lt;br /&gt;
Welcome!  The DF wiki is less formal than some - you could put a disambiguation comment at the top of the more useful page (constructed bars - &amp;quot;bars of metal&amp;quot; should just go to smelting or something, mebbe.)--[[User:Albedo|Albedo]] 22:43, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps those should have gone to disambiguation pages, instead of directly.  Change em back if you want, that's what revert is for.--[[User:Nightwind|Nightwind]] 08:42, 3 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48720</id>
		<title>User talk:Nightwind</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48720"/>
		<updated>2009-05-02T09:00:20Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We're all allowed a place to say hi.  I figure I'll mostly drop an idea here or there, or try to clean up redirects.  Schlep work.  I've found a few that need it.&lt;br /&gt;
&lt;br /&gt;
There's one I'm making my goal for today, &amp;quot;metal bars vs bars of metal&amp;quot; I found one that goes to the wrong page, I'm betting there are others.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nightwind|Nightwind]] 00:13, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
So, now that you understand the mist generator, can you make the article better?--[[User:Kwieland|Kwieland]] 20:49, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm more of a 'fix a comma, fix an apostrophe, fix a link' type of person.    But maybe I can figure it out, no promises.--[[User:Nightwind|Nightwind]]&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48719</id>
		<title>User talk:Nightwind</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48719"/>
		<updated>2009-05-02T08:59:50Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We're all allowed a place to say hi.  I figure I'll mostly drop an idea here or there, or try to clean up redirects.  Schlep work.  I've found a few that need it.&lt;br /&gt;
&lt;br /&gt;
There's one I'm making my goal for today, &amp;quot;metal bars vs bars of metal&amp;quot; I found one that goes to the wrong page, I'm betting there are others.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nightwind|Nightwind]] 00:13, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
So, now that you understand the mist generator, can you make the article better?--[[User:Kwieland|Kwieland]] 20:49, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm more of a 'fix a comma, fix an apostrophe, fix a link' type of person. --[[User:Nightwind|Nightwind]]&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34936</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34936"/>
		<updated>2009-05-01T17:26:05Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* AncientEnemy's mist generator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is rather difficult to imagine, and I agree that a official tile set image would be nice.  Let me see if I can explain it better and then perhaps someone can fix it!  I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.  &lt;br /&gt;
&lt;br /&gt;
::Only the z=1 level layout is important.  The pumps need to be setup for clockwise or counterclockwise operation and one of the &amp;quot;hole&amp;quot; squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond.  The dwarfs will attempt to fill it up using buckets (see [[pond]]).  After the first bucket, the water in the square is at a level of 1/7.  At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7.  But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump.  Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before.  However, when the water that is already looping in the loop hits that square, the two combine.  Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to &amp;quot;spill&amp;quot; in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive.  Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That explains the original that I almost understood,  then I read it a second time and it clicks... AH HA.  It stops explaining what i think I'm seeing, and starts to reveal 'the truth'.  In other words, that was enough detail to get through my thick skull, thank you.--[[User:Nightwind|Nightwind]] 17:26, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34935</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34935"/>
		<updated>2009-05-01T17:22:43Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* AncientEnemy's mist generator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is rather difficult to imagine, and I agree that a official tile set image would be nice.  Let me see if I can explain it better and then perhaps someone can fix it!  I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.  &lt;br /&gt;
&lt;br /&gt;
::Only the z=1 level layout is important.  The pumps need to be setup for clockwise or counterclockwise operation and one of the &amp;quot;hole&amp;quot; squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond.  The dwarfs will attempt to fill it up using buckets (see [[pond]]).  After the first bucket, the water in the square is at a level of 1/7.  At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7.  But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump.  Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before.  However, when the water that is already looping in the loop hits that square, the two combine.  Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to &amp;quot;spill&amp;quot; in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive.  Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That explains the original that I almost understood,  then I read it a second time and it clicks... AH HA.  It stops explaining what i think I'm seeing, and starts to reveal 'the truth'.  In other words, that was enough detail to get through my thick skull, thank you.&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_smelter&amp;diff=15473</id>
		<title>40d Talk:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_smelter&amp;diff=15473"/>
		<updated>2009-05-01T04:32:32Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* right side bar fixed */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, what's the advantage of building a magma smelter over a regular one?  What can you do with the aid of magma that you can't with a normal one?  This may seem obvious, but I think it'd be far more informative for the newbies than just telling us how to make one and make it work.  It'd be nice if the limitations of the regular smelter also made it into the smelter article. --[[User:BDR|BDR]] 19:25, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Magma smelters don't require fuel for anything other then making steel or pig iron bars. I think you can only make adamantium wafers at magma smelters, but i'm not sure about this so I'm not going to add it.[[User:Moonman|Moonman]] 08:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Even then, the coal isn't really fuel, it is a what you add to iron to make steel (steel=iron + carbon and the carbon has to come from somewhere).[[User:GarrieIrons|GarrieIrons]] 04:24, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How to build a magma smelter ==&lt;br /&gt;
&lt;br /&gt;
How do you build it? I currently have a setup like this:&amp;lt;br /&amp;gt;&lt;br /&gt;
 Lvl 1:   Lvl 0:&amp;lt;br /&amp;gt;&lt;br /&gt;
  SSS      MMM&amp;lt;br /&amp;gt;&lt;br /&gt;
  CSS      MMM&amp;lt;br /&amp;gt;&lt;br /&gt;
  SSS      MMM&amp;lt;br /&amp;gt;&lt;br /&gt;
S=smelter, C=channel, M=magma&amp;lt;br /&amp;gt;&lt;br /&gt;
but it still requires coal to melt ores...how do i make it so that the smelter becomes a magma smelter? is there an order that you have to build it in? --[[User:Wizjany|Wizjany]] 20:50, 25 October 2008 (EDT)&lt;br /&gt;
:If you are smelting steel, you will need coal anyway. Elsewise, it sounds like you built a normal smelter instead of a magma smelter. [[User:HeWhoIsPale|HeWhoIsPale]] 21:02, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Two things: First, Lvl 1 needs to have one of the outer tiles placed on a channel above magma. It isn't enough that magma passes under the smelter/forge, there has to be an opening in the floor to get to the stuff. The best choice in your scenario is the north row, middle column, as this prevents magma creatures from entering the room. Second, the Magma Smelter is a ''different building'' than the normal Smelter. Make sure you are building a &amp;quot;Magma Smelter&amp;quot; and not just a &amp;quot;Smelter.&amp;quot; --[[User:RomeoFalling|RomeoFalling]] 22:20, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
the smelter was built over a channel. it said it was blocked so I dug the channel(over magma), built a floor, built the smelter, and then removed the floor so that i had the middle right tile over magma&lt;br /&gt;
I don't know how to build a magma smelter, it only allows me to build a normal smelter, I thought it would change to a magma one if i built  it over magma --[[User:Wizjany|Wizjany]] 23:12, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
  You over-thought your solution. &lt;br /&gt;
  Step 1   Step 2&lt;br /&gt;
  #####&lt;br /&gt;
  #._.#     {{k|b}}uild a&lt;br /&gt;
  #...#     furnac{{k|e}} of type&lt;br /&gt;
  #...#     Magma Sme{{k|l}}ter             ( not a {{k|s}}melter )&lt;br /&gt;
  #####&lt;br /&gt;
  Hope this helps. --[[User:RomeoFalling|RomeoFalling]] 23:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't build a floor either: dig a channel over magma, then lay down the furnace right on top of it.--[[User:Maximus|Maximus]] 02:38, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
alright thanks, it didn't properly let me build a magma smelter, only a smelter...i fixed that now --[[User:Wizjany|Wizjany]] 10:00, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Substituting for Fuel but ... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magma smelters do not use up or cool down any magma when in use.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This brings-up a question that I don't think is mentioned on any other page: do any of the furnaces consume magma to function (i.e., 7/7 temporarily becomes 6/7 after a single job)? if not, is this a projected future effect of magma furnace operation? --[[User:FJH|FJH]] 15:08, 25 March 2009 (EST)&lt;br /&gt;
:Exactly what the quote says.  No. I am not sure about the future.--[[User:Zchris13|Zchris13]] 19:55, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== right side bar fixed ==&lt;br /&gt;
&lt;br /&gt;
This is another place where &amp;quot;bar&amp;quot; was linked to the grate bars instead of the intended metal bars.&lt;br /&gt;
&lt;br /&gt;
By strict wiki rules they would all link to a disambiguation page, but here it's clear by context in the sidebar it means the material, not the product.&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_smelter&amp;diff=10261</id>
		<title>40d:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_smelter&amp;diff=10261"/>
		<updated>2009-05-01T04:30:08Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Magma smelter|key=l|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal|Bar]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal]] [[ore]]&lt;br /&gt;
* Meltable metal item&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[bar]]s&lt;br /&gt;
}}&lt;br /&gt;
The Magma Smelter functions exactly like a normal [[Smelter]], but requires no fuel ([[charcoal]] or [[coke]]) to smelt in most cases. In the case of making [[pig iron]] or [[steel]] however, it still requires fuel.&lt;br /&gt;
&lt;br /&gt;
A Magma Smelter needs to be made of [[fire-safe materials]] (the construction screen says magma-safe, but any fire-safe material will work), and needs to be placed with at least one of the 8 outer tiles of the smelter one z-level directly above a depth 4 (or higher) [[magma]] flow. The floor at the respective tile must be removed, for example by [[channel]]ling. The circle at on the top tile of the smelter will turn red when there is sufficient magma, or grey if there is insufficient magma.  Magma smelters do not use up or cool down any magma when in use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:functioning_magma_smelter.jpg|Working&lt;br /&gt;
Image:non_functioning_magma_smelter.jpg|Not working&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal_industry&amp;diff=48732</id>
		<title>40d Talk:Metal industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal_industry&amp;diff=48732"/>
		<updated>2009-05-01T04:09:01Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: Created page with 'For now, how about we redirect this page to metalsmith forge?  --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For now, how about we redirect this page to metalsmith forge?  --[[User:Nightwind|Nightwind]] 04:09, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36116</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36116"/>
		<updated>2009-05-01T04:08:27Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Wagon movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
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== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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== How many wagons? ==&lt;br /&gt;
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I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
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== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
:::::Auto Hotkey thingy. Heard it works wonders. Never tried it though.--[[User:Zchris13|Zchris13]] 15:19, 10 April 2009 (UTC)&lt;br /&gt;
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== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
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:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
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== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
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:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
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== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can, it just requires 7 tiles instead of 3 --[[User:Nightwind|Nightwind]] 04:08, 1 May 2009 (UTC)&lt;br /&gt;
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== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've kept track over about 5 years.  The Dwarf caravans seem to arrive around the 15th or 16th of Limestone and leave about the same time in Sandstone.  The Human caravans seem to arrive around the 12th to 14th of Hematite and leave in Malachite.  I don't have any data yet for the Elves.  Once I get some more data points, I'll edit the wiki to add this info.  --[[User:Mithra|Mithra]] 17:11, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
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&lt;br /&gt;
== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
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::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
&lt;br /&gt;
:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
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== stealing animals ==&lt;br /&gt;
&lt;br /&gt;
One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
&lt;br /&gt;
: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
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==Buggy behavior with sieges==&lt;br /&gt;
&lt;br /&gt;
In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
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:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
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== Limited Caravan Accessiblity ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;br /&gt;
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== lazy dwarves ==&lt;br /&gt;
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I just had a Human Caravan.&lt;br /&gt;
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None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy.&lt;br /&gt;
&lt;br /&gt;
Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?&lt;br /&gt;
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== Attacked caravan slowed down - bug? ==&lt;br /&gt;
&lt;br /&gt;
All right, I was in my third or so year. Autumn came and the dwarven caravan showed up - along with a Goblin ambush. Naturally the two fought in front of my fortress (with some strategic ranged support from my marksdwarves). Of the three wagons, one was destroyed (phat lewt!). Thing is, once the Goblins were taken out of the pricture one of the wagons moved *very* slowly - slow enough, in fact, that it didn't even get into the trading depot before I got the message that the caravan was going to leave soon. The wagon froze at the edge of the depot, two steps shy of getting into position, and then they both just sat there - I never even got the option to trade with them :-/ Has anyone else encountered a similar issue or did my game just have a bout of cranial flatulence?&lt;br /&gt;
&lt;br /&gt;
: I have seen my caravan ambushed by goblins (killing the ambush) and then retreat... No trade this season. I guess this kind of behaviour should go in the main page [[User:MathFox|MathFox]] 17:43, 25 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22058</id>
		<title>40d Talk:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22058"/>
		<updated>2009-05-01T03:39:36Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Lets look at Metal industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think pages like this need the Building template, maybe 'workshops', but is a related article on Cave-in's really necessary for a metalsmith's workshop? I think the building template is too bulky to be used on this page. --[[User:Markavian|Markavian]]&lt;br /&gt;
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== Crossbows ==&lt;br /&gt;
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*''TODO: I can't confirm that this does anything, as my metalsmith with all these skills won't make my copper crossbow --[[User:Markavian|Markavian]]''.&lt;br /&gt;
:I can confirm that crossbowmaking is the only skill required to make crossbows in this workshop.  I had a crossbowmaker make a bee-line for the shop the moment I assigned the work order.  His only other skill activated was carpentry and woodcutting.--[[User:Chthon|Chthon]] 11:56, 7 November 2007 (EST)&lt;br /&gt;
:I was tryig to make some crossbows and couldn't figure it out until I realized that they use crossbowmaking. When I turned the skill on my weaponsmith made them. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
::In my 38c game, making crossbows at the forge requires weaponsmithing to start the job.  I'm unclear as to whether the crossbow making skill figures into this at all.  I have heard that high crossbow making skill gives a better result at the forge, but I am skeptical.  Are there any other cases where a secondary skill figures into the quality of an object produced? [[User:Tulthix|Tulthix]] 12:58, 2 April 2008 (EDT)&lt;br /&gt;
*''TODO: Provide example or grouping inplace of ??? for Blacksmith and Metalcrafting''&lt;br /&gt;
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::Keep hard information on the article pages and discussion on the discussion pages please. --[[User:Ikkonoishi|Ikkonoishi]] 15:14, 7 November 2007 (EST)&lt;br /&gt;
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== Recommended Merger ==&lt;br /&gt;
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The information in this page and [[Metalsmith]] needs to be merged. That one seems to have more info in it so I recommend keeping it, and making this redirect. (''The previous unsigned comment was added by [[User:Ikkonoishi|Ikkonoishi]].'')&lt;br /&gt;
:But metalsmith's forge is the proper name for the page. Why not make Metalsmith a redirect and move its contents here? --[[User:GreyMario|GreyMario]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
::This page should be mostly replaced with the information on the [[Metalsmith]] page, and Metalsmith should redirect to here since the information pulled from the Metalsmith page would contain required information relating to the metalsmithing skill. That is what I would like to see, and I will do this in a few days myself if there are no disagreements. Please offer any other suggestions that you can think of. [[User:FFLaguna|FFLaguna]] 18:37, 2 December 2007 (EST)&lt;br /&gt;
:I don't think this page should not redirect to Metalsmith because it contains information about other smithing skills that aren't directly relevant to Metalsmithing. As such, I think it logical that they should either redirect here, or the Metalsmith page be stripped down to a simple description of: 'A '''metalsmith''' is a dwarf with the '''X skill''' capable of creating items in the [[Metalsmith's forge]].' I'd argue the workshop template shouldn't be on the metalsmith's page because it isn't a workshop page. --[[User:Markavian|Markavian]] 16:51, 4 December 2007 (EST)&lt;br /&gt;
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== Blacksmithing ==&lt;br /&gt;
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I believe that this is used to make furniture and essentially all non-weapon/militaty/craft goods at the forge. The current reference to &amp;quot;iron working&amp;quot; is misleading as they can work with materials other than iron. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
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== Fix some links ==&lt;br /&gt;
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I was looking at this page and it looks good, but some of the links arent correct, such as the &amp;quot;bars&amp;quot; link at the end of the furniture section, it takes you to the bars link but not the metals page. I think We should change that.&lt;br /&gt;
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== Metal clothing skill? ==&lt;br /&gt;
&lt;br /&gt;
Maybe I'm not reading closely enough, but I can't tell what skill is used to forge adamantine clothing. -[[User:Dolohov|Dolohov]] 21:55, 7 September 2008 (EDT)&lt;br /&gt;
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== anvil information ==&lt;br /&gt;
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there is a big chunk of information in the lead section that really belongs in the [[anvil]] article - cost, the fact that steel anvils are no more effective than iron, etc.&lt;br /&gt;
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I'm removing it because, it's in the wrong article. Anvil is already linked to.[[User:GarrieIrons|GarrieIrons]] 08:24, 19 September 2008 (EDT)&lt;br /&gt;
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== mini-forge? ==&lt;br /&gt;
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I'm noticing I have some kind of item in my stock piles called a mini-forge.  What is this?  It doesn't seem to have any kind of article.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DimensionWarped|DimensionWarped]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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try searching for &amp;quot;toy&amp;quot;. It is basically useless until the economy starts. also, sign posts with -- (two dashes) and ~ ~ ~ ~ (four tildes) --[[User:Destor|Destor]] 22:16, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a [[toy]], yes, and indeed useless.--[[User:Maximus|Maximus]] 01:02, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lets look at Metal industry ==&lt;br /&gt;
&lt;br /&gt;
Because it's missing.&lt;br /&gt;
&lt;br /&gt;
A temporary redirect to here might work, 90% of the information on most of the industry pages is HERE already.  We can hammer on somebody to make the image and put that on Metal Industry latter.  --[[User:Nightwind|Nightwind]] 03:39, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22057</id>
		<title>40d Talk:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22057"/>
		<updated>2009-05-01T03:39:14Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Lets look at Metal industry */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think pages like this need the Building template, maybe 'workshops', but is a related article on Cave-in's really necessary for a metalsmith's workshop? I think the building template is too bulky to be used on this page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
*''TODO: I can't confirm that this does anything, as my metalsmith with all these skills won't make my copper crossbow --[[User:Markavian|Markavian]]''.&lt;br /&gt;
:I can confirm that crossbowmaking is the only skill required to make crossbows in this workshop.  I had a crossbowmaker make a bee-line for the shop the moment I assigned the work order.  His only other skill activated was carpentry and woodcutting.--[[User:Chthon|Chthon]] 11:56, 7 November 2007 (EST)&lt;br /&gt;
:I was tryig to make some crossbows and couldn't figure it out until I realized that they use crossbowmaking. When I turned the skill on my weaponsmith made them. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
::In my 38c game, making crossbows at the forge requires weaponsmithing to start the job.  I'm unclear as to whether the crossbow making skill figures into this at all.  I have heard that high crossbow making skill gives a better result at the forge, but I am skeptical.  Are there any other cases where a secondary skill figures into the quality of an object produced? [[User:Tulthix|Tulthix]] 12:58, 2 April 2008 (EDT)&lt;br /&gt;
*''TODO: Provide example or grouping inplace of ??? for Blacksmith and Metalcrafting''&lt;br /&gt;
&lt;br /&gt;
::Keep hard information on the article pages and discussion on the discussion pages please. --[[User:Ikkonoishi|Ikkonoishi]] 15:14, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recommended Merger ==&lt;br /&gt;
&lt;br /&gt;
The information in this page and [[Metalsmith]] needs to be merged. That one seems to have more info in it so I recommend keeping it, and making this redirect. (''The previous unsigned comment was added by [[User:Ikkonoishi|Ikkonoishi]].'')&lt;br /&gt;
:But metalsmith's forge is the proper name for the page. Why not make Metalsmith a redirect and move its contents here? --[[User:GreyMario|GreyMario]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
::This page should be mostly replaced with the information on the [[Metalsmith]] page, and Metalsmith should redirect to here since the information pulled from the Metalsmith page would contain required information relating to the metalsmithing skill. That is what I would like to see, and I will do this in a few days myself if there are no disagreements. Please offer any other suggestions that you can think of. [[User:FFLaguna|FFLaguna]] 18:37, 2 December 2007 (EST)&lt;br /&gt;
:I don't think this page should not redirect to Metalsmith because it contains information about other smithing skills that aren't directly relevant to Metalsmithing. As such, I think it logical that they should either redirect here, or the Metalsmith page be stripped down to a simple description of: 'A '''metalsmith''' is a dwarf with the '''X skill''' capable of creating items in the [[Metalsmith's forge]].' I'd argue the workshop template shouldn't be on the metalsmith's page because it isn't a workshop page. --[[User:Markavian|Markavian]] 16:51, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blacksmithing ==&lt;br /&gt;
&lt;br /&gt;
I believe that this is used to make furniture and essentially all non-weapon/militaty/craft goods at the forge. The current reference to &amp;quot;iron working&amp;quot; is misleading as they can work with materials other than iron. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fix some links ==&lt;br /&gt;
&lt;br /&gt;
I was looking at this page and it looks good, but some of the links arent correct, such as the &amp;quot;bars&amp;quot; link at the end of the furniture section, it takes you to the bars link but not the metals page. I think We should change that.&lt;br /&gt;
&lt;br /&gt;
== Metal clothing skill? ==&lt;br /&gt;
&lt;br /&gt;
Maybe I'm not reading closely enough, but I can't tell what skill is used to forge adamantine clothing. -[[User:Dolohov|Dolohov]] 21:55, 7 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== anvil information ==&lt;br /&gt;
&lt;br /&gt;
there is a big chunk of information in the lead section that really belongs in the [[anvil]] article - cost, the fact that steel anvils are no more effective than iron, etc.&lt;br /&gt;
&lt;br /&gt;
I'm removing it because, it's in the wrong article. Anvil is already linked to.[[User:GarrieIrons|GarrieIrons]] 08:24, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mini-forge? ==&lt;br /&gt;
&lt;br /&gt;
I'm noticing I have some kind of item in my stock piles called a mini-forge.  What is this?  It doesn't seem to have any kind of article.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DimensionWarped|DimensionWarped]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
try searching for &amp;quot;toy&amp;quot;. It is basically useless until the economy starts. also, sign posts with -- (two dashes) and ~ ~ ~ ~ (four tildes) --[[User:Destor|Destor]] 22:16, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a [[toy]], yes, and indeed useless.--[[User:Maximus|Maximus]] 01:02, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lets look at Metal industry ==&lt;br /&gt;
&lt;br /&gt;
Because it's missing.&lt;br /&gt;
&lt;br /&gt;
A temporary redirect to here might work, 90% of the information on most of the industry pages is HERE already.  We can hammer on somebody to make the image and put that on Metal Industry latter.&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8276</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8276"/>
		<updated>2009-05-01T03:21:33Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* 'Stone is divided into a few key categories:' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 'Stone is divided into a few key categories:' ==&lt;br /&gt;
The statement that stone is divided into a few key categories means the categories are arranged in such a way so that each stone is in exactly one of them. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot; and &amp;quot;other stone&amp;quot; is one example of such a division. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot;, and &amp;quot;economic stones&amp;quot; is an example of something that isn't. This is because everything that is a metal ore is also an economic stone. Here are two possible divisions:&lt;br /&gt;
#Economic stone&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
&lt;br /&gt;
#Ores&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
In one case 'other' is everything that isnt economic or a gem. In the other case other is everything that isnt an ore or a gem. Since eventually more types of stone will have special uses, and the economic stone feature may be expanded to include everything, I think the second division is better. Thoughts? [[User:VengefulDonut|VengefulDonut]] 11:03, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clicking on &amp;quot;metal bars&amp;quot; and landing on the grating, from a discussion of the stone it comes from may be good wiki, but it strikes me as bad 'help'.  Revert if you want, but I'm trying to simplify redirects and 'illogical' links. --[[User:Nightwind|Nightwind]] 03:21, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old stuff==&lt;br /&gt;
=== Where did the ore and economic stones go? ===&lt;br /&gt;
I've moved the [[economic stone]] and [[ore]] categories to their own articles, as was suggested. I've reorganized this to reflect the change [[User:VengefulDonut|VengefulDonut]] 22:38, 6 November 2007 (EST)&lt;br /&gt;
:Oh! and if someone decides to make the ores redirect to the [[ore]] page instead of the [[stone]] page, keep in mind that it would be nicer of you to turn them into something like [[malachite]] instead [[User:VengefulDonut|VengefulDonut]] 22:42, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state? --[[User:Trukkle|Trukkle]] 10:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am thinking about implementing a more detailed table style for this area. The existing tables are nice, but there should be much more information on this page. Perhaps something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Tile !! Type !! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Olivine || sytle=&amp;quot;padding:0&amp;quot; | [[Image:olivine_raw.gif]][[Image:olivine_stone.gif]] || Generic || Stoneworking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Schm0|Schm0]] 15:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I really like that, Schm0 --[[User:Tracker|Tracker]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
::I agree it looks good, but can it be accomplished without using gifs? we have a raw tile template so we could do something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Name &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tiles &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Uses&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Olivine &lt;br /&gt;
| {{Raw Tile|%|#0B0|#000}} {{Raw Tile|•|#0B0|#000}} {{Raw Tile|╬|#0B0|#000}}{{Raw Tile|║|#0B0|#000}}{{Raw Tile|═|#0B0|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Microcline&lt;br /&gt;
| {{Raw Tile|%|#66B|#000}} {{Raw Tile|•|#66B|#000}} {{Raw Tile|╬|#66B|#000}}{{Raw Tile|║|#66B|#000}}{{Raw Tile|═|#66B|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Native Platinum (Raw) | Platinum Nuggets (Mined)&lt;br /&gt;
| {{Raw Tile|*|#FFF|#000}} {{Raw Tile|•|#FFF|#000}} {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|║|#FFF|#000}}{{Raw Tile|═|#FFF|#000}}&lt;br /&gt;
| Metal Ore &lt;br /&gt;
| Stoneworking, Smelting&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Matryx|Matryx]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone, with correct formatting, add this to the bottom of the page. http://idisk.mac.com/fire_drake-Public/DF_StoneOre_Table.htm  -penguin&lt;br /&gt;
: I'd try, but what does the 'V' or 'C' mean in the table? --[[User:Valdemar|Valdemar]] 10:06, 4 November 2007 (EST)&lt;br /&gt;
:: &amp;quot;vein&amp;quot; and &amp;quot;cluster&amp;quot; [[User:VengefulDonut|VengefulDonut]] 17:29, 4 November 2007 (EST)&lt;br /&gt;
: Okay, I've added something like it with some of my own formatting through a program, but it will still need a lot of cleanup. --[[User:Valdemar|Valdemar]] 17:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Individual pages ===&lt;br /&gt;
&lt;br /&gt;
I'm of the opinion that [[ore]]s and [[economic stone]]s should probably get their own page, but the rest can just redirect here. There just isn't much to say about [[cryolite]] or [[jet]]. They're rocks, they have about such-and-such a value, the end. How about it? --[[User:Turgid Bolk|Turgid Bolk]] 20:59, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the pages about the all the stones in the 'other stone' category should be deleted, any information about them can just be included in the table on this page. All the info from the raws is now summed up in the table.  --[[User:Valdemar|Valdemar]] 21:06, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Instead of deleting, let's redirect to this page. Just replace them with &amp;lt;nowiki&amp;gt;#REDIRECT [[Stone]]. (The #R button above the edit box helps with this.)&amp;lt;/nowiki&amp;gt; --[[User:Turgid Bolk|Turgid Bolk]] 22:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On different note, I think that Ores should be on a separate page to Stone. I don't consider 'Ore' to be stone, although I agree there is little difference in the way that stones and ore operate in the game. One alternative; add information about metal ores to the [[metal]]s page, which doesn't exist at the moment, ores could more usefully redirect there. I was trying to find out what metals tetrahedtrite produced by starting on the metal page, but found no reference. I was then confused to find myself redirect from ores to stones. --[[User:Markavian|Markavian]] 21:09, 6 November 2007 (EST)&lt;br /&gt;
:'''An ore''': ''A mineral or an aggregate of minerals from which a valuable constituent, especially a metal, can be profitably mined or extracted.'' [http://www.answers.com/ore Answers.com/ore]&lt;br /&gt;
:Perhaps you would have found the [[tetrahedrite]] page helpful. (look at the beautiful template) [[User:VengefulDonut|VengefulDonut]] 21:18, 6 November 2007 (EST)&lt;br /&gt;
::Unfortunately, not all of the ores have beautiful templated pages like that just yet. You can help [[User:VengefulDonut|VengefulDonut]] 21:21, 6 November 2007 (EST)&lt;br /&gt;
:I did see the tetrahedrite page eventually, it was very plush. I look forward to the other ores exhibiting a similar likeness. :) --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know what calcareous ooze is, or what siliceous ooze is?  It's listed as a stone under the stockpile menu.  [[User:Bouchart|Bouchart]] 02:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Stones water permeability ===&lt;br /&gt;
&lt;br /&gt;
hi all! can someone tell me where I can find water permeability of stone?&lt;br /&gt;
&lt;br /&gt;
I didn´t find it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and could someone tell me how mica wall reacts on water? (I am looking for the cave river...digging nets and such stuff)&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:EdwinBG2|EdwinBG2]] ([[User talk:EdwinBG2|talk]]•[[Special:Contributions/EdwinBG2|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:The types of stone listed as an aquifer are permeable and those that aren't aren't. The only two types of stone aquifer are [[sandstone]] and [[conglomerate]]. If that doesn't help, you may be asking about a feature I have't heard of yet; could you explain? [[User:VengefulDonut|VengefulDonut]] 10:02, 24 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::ok thank you! that was exacly what I meant! I risk it...(could be a sea and my legendary miner is dead...no risk no fun!)&lt;br /&gt;
&lt;br /&gt;
== Petrified wood ==&lt;br /&gt;
&lt;br /&gt;
does petrified wood count as wood or stone? also, does it count as fire-safe?--[[User:0todd0|0todd0]] 21:57, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage/Block Percentages ==&lt;br /&gt;
&lt;br /&gt;
Do all stones have the 133% Dam and Block percentages, like Obsidian or is that mutually exclusive to [SHARP] or [LAVA] stones? --[[User:MagmaSeven|MagmaSeven]] 22:03, 23 February 2009 (GMT)&lt;br /&gt;
:No other stones can be made into anything resembling weapons or armor, so I guess not. Although I wouldn't say for sure. --[[User:Zchris13|Zchris13]] 21:19, 23 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2747</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2747"/>
		<updated>2009-05-01T03:21:21Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes [[stone management|leaves behind]] material after being mined or [[cave in|collapsing]]. Other types of [[Mining|minable]] tiles include [[soil]] and [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* [[Metal ore]]: stone that produces [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: Stone that is not an [[ore]] or a gem. Few of these have a use outside of items and structures. ([[Obsidian]] is one exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[metal ore]]s or [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
There are four types of stone layers (all others are [[soil]]). The type of layer is the primary indicator of what kind of [[ore]] you will find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some veins and pockets of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the [[biome]]s on the embark screen.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Sandstone]]&lt;br /&gt;
* {{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Siltstone]]&lt;br /&gt;
* {{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Dolomite]]&lt;br /&gt;
* {{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Flint]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Chert]]&lt;br /&gt;
* {{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Chalk]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}} [[Granite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Gabbro]]&lt;br /&gt;
* {{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Diorite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Rhyolite]]&lt;br /&gt;
* {{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Basalt]]&lt;br /&gt;
* {{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Felsite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Obsidian]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Quartzite]]&lt;br /&gt;
* {{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Slate]]&lt;br /&gt;
* {{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Marble]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as pockets and veins inside their respective stone layers (see above). When your miners encounter one of them, the game will pause and you will receive an announcement; even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone occurs in these forms:&lt;br /&gt;
&lt;br /&gt;
* Large cluster - An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  These average 750 stones each.&lt;br /&gt;
* Vein - A sinuous line of the material crosses the block.  These average 100 stones each.&lt;br /&gt;
* Small cluster - A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of different materials may be in the same block.  These average 5 stones each and do not span more than three tiles in each direction.&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s. The types of stone listed here that do not link to their own article are generic.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alabaster Alabaster]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alunite Alunite]||All [[Igneous extrusive layer|Igneous extrusive]], Kaolinite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#ccc|#000}}||[http://en.wikipedia.org/wiki/Anhydrite Anhydrite]||Gypsum, Satinspar, Alabaster, Selenite||Single&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[[Bauxite]]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Borax Borax]||Gypsum, Rock salt||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Brimstone Brimstone]||All [[Igneous extrusive layer|Igneous extrusive]], Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}||[[Calcite]]||Limestone, Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Chromite Chromite]||Olivine||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|&amp;amp;#42;|#F00|#000}}||[http://en.wikipedia.org/wiki/Cinnabar Cinnabar]||All [[Igneous extrusive layer|Igneous extrusive]], Shale, Quartzite||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|&amp;amp;#42;|#00F|#000}}||[http://en.wikipedia.org/wiki/Cobaltite Cobaltite]||All Igneous All [[Metamorphic layer|Metamorphic]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Cryolite Cryolite]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[[Graphite]]||Gneiss, Quartzite, Marble, Schist||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Gypsum Gypsum]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Hornblende Hornblende]||All Igneous, All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Ilmenite Ilmenite]||[[Gabbro]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Jet_(lignite) Jet]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[http://en.wikipedia.org/wiki/Kaolinite Kaolinite]||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}||[[Kimberlite]]||[[Gabbro]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}||[[Lignite]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Marcasite Marcasite]||Kaolinite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Mica Mica]||All [[Metamorphic layer|Metamorphic]], Granite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}||[http://en.wikipedia.org/wiki/Microcline Microcline]||All Stone||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Olivine Olivine]||[[Gabbro]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orpiment Orpiment]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orthoclase Orthoclase]||All [[Igneous intrusive layer|Igneous intrusive]], All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Periclase Periclase]||Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Petrified_wood Petrified wood]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Pitchblende Pitchblende]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}||[http://en.wikipedia.org/wiki/Puddingstone_(rock) Puddingstone]||Conglomerate||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Pyrolusite Pyrolusite]||All Igneous ||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Realgar Realgar]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Rutile Rutile]||All [[Metamorphic layer|Metamorphic]], Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Saltpeter Saltpeter]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Satinspar Satinspar]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Selenite Selenite]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Serpentine Serpentine]||Olivine||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Stibnite Stibnite]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Sylvite Sylvite]||Rock salt||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Talc Talc]||Dolomite||Large clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34933</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34933"/>
		<updated>2009-05-01T03:03:03Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* AncientEnemy's mist generator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48717</id>
		<title>User talk:Nightwind</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48717"/>
		<updated>2009-05-01T00:13:28Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We're all allowed a place to say hi.  I figure I'll mostly drop an idea here or there, or try to clean up redirects.  Schlep work.  I've found a few that need it.&lt;br /&gt;
&lt;br /&gt;
There's one I'm making my goal for today, &amp;quot;metal bars vs bars of metal&amp;quot; I found one that goes to the wrong page, I'm betting there are others.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nightwind|Nightwind]] 00:13, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Nightwind&amp;diff=48725</id>
		<title>User:Nightwind</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Nightwind&amp;diff=48725"/>
		<updated>2009-05-01T00:11:01Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: Created page with 'New Dwarf who joined to get a better idea of what does go on out of sight and behind the scenes.  No major input yet, but time will show what he's got.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Dwarf who joined to get a better idea of what does go on out of sight and behind the scenes.&lt;br /&gt;
&lt;br /&gt;
No major input yet, but time will show what he's got.&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48646</id>
		<title>Talk:Scamps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48646"/>
		<updated>2009-05-01T00:10:14Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* Please do not delete this */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please do not delete this ==&lt;br /&gt;
&lt;br /&gt;
This is just meant for fun. Keep in my the DF Wiki is not help up to the same standards as Wikipedia. Thanks! --[[User:RustyMcloon|Rusty Mcloon]] 08:10, 25 April 2009 (UTC)&lt;br /&gt;
:I have an enourmous problem with this page... Scamps needs his own RAWs! Also, he doesn't have a tail, which is worthy of note--[[User:Jackrabbit|Jackrabbit]] 11:46, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Aieee! It menaces with spikes of cutite!  It is decorated with stripes of adorablemite! Urist McTuffguy stops activity, interrupted by kitten.--[[User:Albedo|Albedo]] 20:23, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But we do need to remove the link for page for scamps on wikipedia, if they keep reverting it out of existance it's going to get protected in non existance and sombody peeved at us.  --[[User:Nightwind|Nightwind]] 00:10, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48716</id>
		<title>User talk:Nightwind</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nightwind&amp;diff=48716"/>
		<updated>2009-04-30T23:15:05Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: Created page with 'New Dwarf who joined to get a better idea of what does go on out of sight and behind the scenes.  No major input yet, but time will show what he's got.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Dwarf who joined to get a better idea of what does go on out of sight and behind the scenes.&lt;br /&gt;
&lt;br /&gt;
No major input yet, but time will show what he's got.&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stories&amp;diff=7317</id>
		<title>40d Talk:Stories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stories&amp;diff=7317"/>
		<updated>2009-04-30T23:10:06Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* a possibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this really be here? I think we should clear it out, no sense in having stories about the old version. --[[User:Roberto|Roberto]] 18:37, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, blast it. --[[User:Infinity|Infinity]] 06:00, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The stories don't really change, honestly. I think they should stay. Also, would anyone be terribly offended at a link to the epic of Boatmurdered on this page? --[[User:The Good Professor|The Good Professor]] 22:37, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not at all. The epic of Boatmurdered is epic and DF.&lt;br /&gt;
:::Also, I suggest that we delete a lot of the stories in here but keep the rest. Some, like &amp;quot;Parabolart's Carpenter,&amp;quot; &amp;quot;A small problem&amp;quot; (whose image, which exists only on the old wiki, shows a permaflooded game), and &amp;quot;Next time, don't stand on it&amp;quot; are just plain bad, and others, like &amp;quot;Kerligmosus&amp;quot; and &amp;quot;A Love Story&amp;quot; aren't really even stories.&lt;br /&gt;
:::However, some stories, like &amp;quot;A Carpenters Dream&amp;quot; are well-written stories (if you ignore the grammer) and could be made from a game on any version of DF.&lt;br /&gt;
:::This does bring up the question of &amp;quot;how can I determine the quality of this story fairly,&amp;quot; which isn't easy to answer. However, the only two alternatives to this that I see are to delete a lot of good stories or to keep a lot of junk. --[[User:Savok|Savok]] 22:54, 5 November 2007 (EST)&lt;br /&gt;
:I think the stories should stay perhaps create a category for longer stories [[User:Jikor|Jikor]]&lt;br /&gt;
:The stories should stay--[[User:Nerd10101|Nerd10101]] 02:24, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think the stories currently here could be archived to an older page and this page could be started again, it is getting rather large.--[[User:Arnos|Arnos]] 11:36, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:How about splitting it into individual pages? That's what we do on Wikipedia when a page gets extremely large. It doesn't take up significant extra space in the database, it'll be easier to manage, and this way the &amp;quot;worse&amp;quot; stories can be largely ignored without going through the heartache of deleting anything near to someone's heart. Personally, the &amp;quot;story&amp;quot; of the dwarves is the main draw of playing this game for me (that, and cool architecture). [[User:Bryan Derksen|Bryan Derksen]] 04:49, 27 April 2008 (EDT)&lt;br /&gt;
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I think we should have a story submission page, could be this one. Then people nominate and vote on the best ones to go into a seperate story page. Anyone agree?--[[User:Cultiststeve|cultiststeve]] 11:41, 2 January 2009 (EST)&lt;br /&gt;
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== GNU Community Fortress ==&lt;br /&gt;
&lt;br /&gt;
I don't think it belong into the stories page. Could we have it moved?&lt;br /&gt;
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== A preface please ==&lt;br /&gt;
&lt;br /&gt;
Could someone add a preface at the top that explains just what this page is all about?  I have no idea.  Are these stories made up?  Are they game generated?  Are they from bloodline games?  Are new stories welcome?  Like I said, a preface that explains what this page is all about would be nice (just a few sentances).--[[User:Jpwrunyan|Jpwrunyan]] 23:24, 28 January 2009 (EST)&lt;br /&gt;
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These are stories created by users based on their experiences in-game. They take what happened in-game, and go into more detail about it. [[User:SwallowedSpear|SwallowedSpear]] 15:49, 2 March 2009 (EST)&lt;br /&gt;
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== A lot of stories... == &lt;br /&gt;
&lt;br /&gt;
I was taking a look at this page, and saw ... 90 and + stories on it. The page is rather long. Would it be a good idea to move each small part to a page, and put that inside a  wiki &amp;quot;container&amp;quot; or something to lighten a bit this page. We could then do a small TOC with short description. It's just an idea thrown in the pond. --[[User:Karl|Karl]] 14:21, 24 April 2009 (UTC)&lt;br /&gt;
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:Perhaps separating Adventurer Mode and Fortress Mode stories? I can't really come up with any other logical divisor for them, that wouldn't end up making the number of sub-pages a bigger problem than the length of this one. --[[User:N9103|Edward]] 23:32, 24 April 2009 (UTC)&lt;br /&gt;
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== a possibility ==&lt;br /&gt;
&lt;br /&gt;
How about we take the ones that are clearly older, and make a page &amp;quot;old stories&amp;quot; and move them there.  That takes care of some of them. --[[User:Nightwind|Nightwind]] 23:10, 30 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stories&amp;diff=7316</id>
		<title>40d Talk:Stories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stories&amp;diff=7316"/>
		<updated>2009-04-30T23:08:59Z</updated>

		<summary type="html">&lt;p&gt;Nightwind: /* a possibility */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this really be here? I think we should clear it out, no sense in having stories about the old version. --[[User:Roberto|Roberto]] 18:37, 30 October 2007 (EDT)&lt;br /&gt;
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:I agree, blast it. --[[User:Infinity|Infinity]] 06:00, 31 October 2007 (EDT)&lt;br /&gt;
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::The stories don't really change, honestly. I think they should stay. Also, would anyone be terribly offended at a link to the epic of Boatmurdered on this page? --[[User:The Good Professor|The Good Professor]] 22:37, 5 November 2007 (EST)&lt;br /&gt;
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:::Not at all. The epic of Boatmurdered is epic and DF.&lt;br /&gt;
:::Also, I suggest that we delete a lot of the stories in here but keep the rest. Some, like &amp;quot;Parabolart's Carpenter,&amp;quot; &amp;quot;A small problem&amp;quot; (whose image, which exists only on the old wiki, shows a permaflooded game), and &amp;quot;Next time, don't stand on it&amp;quot; are just plain bad, and others, like &amp;quot;Kerligmosus&amp;quot; and &amp;quot;A Love Story&amp;quot; aren't really even stories.&lt;br /&gt;
:::However, some stories, like &amp;quot;A Carpenters Dream&amp;quot; are well-written stories (if you ignore the grammer) and could be made from a game on any version of DF.&lt;br /&gt;
:::This does bring up the question of &amp;quot;how can I determine the quality of this story fairly,&amp;quot; which isn't easy to answer. However, the only two alternatives to this that I see are to delete a lot of good stories or to keep a lot of junk. --[[User:Savok|Savok]] 22:54, 5 November 2007 (EST)&lt;br /&gt;
:I think the stories should stay perhaps create a category for longer stories [[User:Jikor|Jikor]]&lt;br /&gt;
:The stories should stay--[[User:Nerd10101|Nerd10101]] 02:24, 9 December 2007 (EST)&lt;br /&gt;
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I think the stories currently here could be archived to an older page and this page could be started again, it is getting rather large.--[[User:Arnos|Arnos]] 11:36, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:How about splitting it into individual pages? That's what we do on Wikipedia when a page gets extremely large. It doesn't take up significant extra space in the database, it'll be easier to manage, and this way the &amp;quot;worse&amp;quot; stories can be largely ignored without going through the heartache of deleting anything near to someone's heart. Personally, the &amp;quot;story&amp;quot; of the dwarves is the main draw of playing this game for me (that, and cool architecture). [[User:Bryan Derksen|Bryan Derksen]] 04:49, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think we should have a story submission page, could be this one. Then people nominate and vote on the best ones to go into a seperate story page. Anyone agree?--[[User:Cultiststeve|cultiststeve]] 11:41, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== GNU Community Fortress ==&lt;br /&gt;
&lt;br /&gt;
I don't think it belong into the stories page. Could we have it moved?&lt;br /&gt;
&lt;br /&gt;
== A preface please ==&lt;br /&gt;
&lt;br /&gt;
Could someone add a preface at the top that explains just what this page is all about?  I have no idea.  Are these stories made up?  Are they game generated?  Are they from bloodline games?  Are new stories welcome?  Like I said, a preface that explains what this page is all about would be nice (just a few sentances).--[[User:Jpwrunyan|Jpwrunyan]] 23:24, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
These are stories created by users based on their experiences in-game. They take what happened in-game, and go into more detail about it. [[User:SwallowedSpear|SwallowedSpear]] 15:49, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A lot of stories... == &lt;br /&gt;
&lt;br /&gt;
I was taking a look at this page, and saw ... 90 and + stories on it. The page is rather long. Would it be a good idea to move each small part to a page, and put that inside a  wiki &amp;quot;container&amp;quot; or something to lighten a bit this page. We could then do a small TOC with short description. It's just an idea thrown in the pond. --[[User:Karl|Karl]] 14:21, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps separating Adventurer Mode and Fortress Mode stories? I can't really come up with any other logical divisor for them, that wouldn't end up making the number of sub-pages a bigger problem than the length of this one. --[[User:N9103|Edward]] 23:32, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a possibility ==&lt;br /&gt;
&lt;br /&gt;
How about we take the ones that are clearly older, and make a page &amp;quot;old stories&amp;quot; and move them there.  That takes care of some of them.&lt;/div&gt;</summary>
		<author><name>Nightwind</name></author>
	</entry>
</feed>