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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-10T18:24:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lasher&amp;diff=151920</id>
		<title>v0.31 Talk:Lasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lasher&amp;diff=151920"/>
		<updated>2011-07-30T02:43:03Z</updated>

		<summary type="html">&lt;p&gt;Noit: Created page with 'Not lethal? The only thing more lethal in a sqirmish than a Lasher, is a puddle.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not lethal? The only thing more lethal in a sqirmish than a Lasher, is a puddle.&lt;/div&gt;</summary>
		<author><name>Noit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=145827</id>
		<title>v0.31 Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=145827"/>
		<updated>2011-04-15T00:11:04Z</updated>

		<summary type="html">&lt;p&gt;Noit: /* backwards floodgates */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Missing Entries==&lt;br /&gt;
I've noticed there's no goblins on the weight list (arguably one of the most important would-be plate-walkers). A quick second peek revealed that slugmen are missing, too. Someone should cover any missing creatures or, at least, goblins. --[[User:Bronzebeard|Bronzebeard]] 10:35, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I will be writing a script that will read the weights.  It's difficult to write them out, because things change weights based on how old they are.  I'll be thinking of ways to represent this, but II'll keep it as it is right now.&lt;br /&gt;
--[[User:Jargle|Jargle]] 23:19, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I finished importing all the weights info from the raws- THESE NUMBERS ARE IN FACT ACCURATE.  I think I deserve to be angry if people change them since I spent 5 hours on this today. I guess I'm just grumpy. [[User:Jargle|Jargle]] 07:09, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Floors ==&lt;br /&gt;
&lt;br /&gt;
There's some confusion over what kinds of floors plates can be built upon. Just confirmed that they can be built on constructed rock block floors, though others have reported that it doesn't work? Is there some discrepency between 31.03 and .04? [[User:Minus|Minus]] 03:33, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  I've never had any trouble constructing them on any kind of floors.  I don't think you can construct them on a road, though, which someone might easily mistake for a constructed floor.  I'll have to check sometime.  [[User:Uristocrat|Uristocrat]] 03:13, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
Could we add a section explaining the details of the &amp;quot;Resets&amp;quot; vs. &amp;quot;One use only&amp;quot; settings?  I'm still learning and I'm wondering if &amp;quot;One use only&amp;quot; plates can be manually reset after they have been triggered.  I'm sure others will wonder as well!&lt;br /&gt;
:A one-time use pressure plate disappears the instant you step on it, and in my experience it also '''destroys''' all of the mechanisms contained within it, so don't use masterwork mechanisms. --[[User:Quietust|Quietust]] 20:20, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What does &amp;quot;Citizens do not trigger&amp;quot; affect?  Your dwarves, obviously, but what about pets?  And what about traders/diplomats? --[[Special:Contributions/75.183.164.142|75.183.164.142]] 00:04, 9 December 2010 (UTC)&lt;br /&gt;
:I know this question is old, but in case anyone is reading this page and still curious: if &amp;quot;Citizens do not trigger&amp;quot; is activated, pets and other tame animals DO NOT trigger. I'm testing tonight for traders and diplomats, and will edit this with my findings. --[[User:Asfghn|Asfghn]] 07:42, 4 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Units of Measurement ==&lt;br /&gt;
&lt;br /&gt;
The article does not mention the units of measurement for weight.  It certainly isn't pounds or kilograms, a typical goblin doesn't weigh fifty-thousand pounds.  It is confusing to follow with meaningless numbers (unless they truly are meaningless numbers) --[[User:Gamli|Gamli]] 22:35, 11 Sept 2010 (PST)&lt;br /&gt;
: An interesting point; readers would benefit from a reference point. Perhaps the article would be improved if the weight list mentioned up front that that humans weigh 70,000 units and dwarves weigh 60,000 units. [[User:Coaldiamond|-Coaldiamond]] 03:14, 18 September 2010 (UTC)&lt;br /&gt;
: I could be wrong, but the unit of measurement might be grams (not kg).  That gives you 70kg for humans and 60kg for dwarves, which is approximately reasonable. [[User:Uristocrat|Uristocrat]] 02:53, 3 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Instant triggering ==&lt;br /&gt;
&lt;br /&gt;
I tested Pressure Plates a bit today, and it seems like they trigger instantly, at least for Hatch Covers. I didn't want to edit the article without more testing having been done first. Can anyone confirm or dis-confirm my suspicion?--[[User:CaveIn|CaveIn]] 17:00, 17 September 2010 (UTC)&lt;br /&gt;
:That's how they've always worked - stepping on a pressure plate is exactly like pulling a lever, though stepping ''off'' of a pressure plate has a 100-tick delay before the trigger resets. --[[User:Quietust|Quietust]] 17:33, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reversing Signal ==&lt;br /&gt;
&lt;br /&gt;
Since activating a pressure plate sends an ‘open’ signal to its connection,&lt;br /&gt;
it would be possible to send a ‘close’ signal by connecting the activation &lt;br /&gt;
pressure plate to a hatched room filled with water with a different pressure&lt;br /&gt;
plate set to 7/7.&lt;br /&gt;
&lt;br /&gt;
Location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
|----X----|&amp;lt;br /&amp;gt;&lt;br /&gt;
|---------|         'X' is a floodgate/door/bars&amp;lt;br /&amp;gt;&lt;br /&gt;
|----^----|&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Location 2&amp;lt;br /&amp;gt;&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
  -----------&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~^~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~ ~ ~|          'c' is a hatch over  a hole&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~c~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
   ----------&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The room at location 2 is full of 7/7 water, keeping the pressure plate activated&lt;br /&gt;
keeping floodgate at ‘X’ open. When the pressure plate at location 1 is activated&lt;br /&gt;
the room drains stoping the activation and therefore closing the floodgate ‘X’ at location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus -Use magma for more fun!?&lt;br /&gt;
[[User:Haydosss|Haydosss]] 12:06, 7 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== backwards floodgates ==&lt;br /&gt;
&lt;br /&gt;
Flood gates and pressure plates can only be used to open a gate when there is water. Why would anyone want to open a floodgate when there is water. Real flood gates are for stopping floods. Which means they're open if there's no flooding in an area, and closed if there is a danger of flooding. In DF, floodgates open when there is plenty of water to flood with, and close off the water if the place is dry. If you wanted water to flow when there is water in an area you might as well use a hole. That's how holes work. When there's water, water goes through them. When there is no water, not water goes through them.&lt;/div&gt;</summary>
		<author><name>Noit</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=129779</id>
		<title>v0.31 Talk:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=129779"/>
		<updated>2010-10-18T03:51:28Z</updated>

		<summary type="html">&lt;p&gt;Noit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Note: Currently a possible bug makes your dwarves seem to only properly train if set to 'inactive'.'''==&lt;br /&gt;
While there are a number problems in the military screen, this is not one of them. I can verify that dwarves can train correctly in any alert state. If your dwarves are failing to train this is not the reason. &lt;br /&gt;
&lt;br /&gt;
At the same time I do know that dwarves failing to train is a common issue. Unfortunately I have not yet seen a clear reproducible report about any specific reason why this might be. Until we have more information on the subject simply accept for now that getting dwarves to train can be . . . difficult. &lt;br /&gt;
&lt;br /&gt;
One trick I have been using that often does seem to get dwarves training when they're being uncooperative is to go back to the squads screen, and toggle the active orders with {{k|t}} a few times. This seems to help. [[User:Doctorzuber|Doctorzuber]] 15:21, 8 April 2010 (UTC)&lt;br /&gt;
:Verily yes, that trick did the trick for me, thanks!&lt;br /&gt;
:[[User:Eric|Eric]] 01:09, 17 April 2010 (UTC)&lt;br /&gt;
::I kept playing a bit further this morning, and it seems that toggling active orders in the squads screen only moved them from being stuck in individual training, to being stuck organizing or waiting for combat training instead.&lt;br /&gt;
::[[User:Eric|Eric]] 15:46, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Im so looking forward to.. ==&lt;br /&gt;
..this big pile of &amp;lt;s&amp;gt;cr&amp;lt;/s&amp;gt;..salespitch being thrown out and replaced by facts and examles. XD&lt;br /&gt;
:As the one who wrote this 'salespitch' I'd like to know what you think about this article needs to be improved. I would contest your point on it having no facts, and while there aren't examples, very few dfwiki articles have examples to the best of my knowledge (as they generally aren't needed). Is there something wrong with telling you how a function works? If you're confused, the [[DF2010:Military_interface|interface walkthrough]] (despite being incomplete) should be able to help you. Additionally, please sign your comments. --[[User:Retro|Retro]] 17:06, 17 April 2010 (UTC)&lt;br /&gt;
::The article has a lot of info, I'm not sure anyone is arguing that, but the in-game menus are fairly unintuitive and make actually applying any of this information difficult to impossible. --[[user:mons_farrar|mons_farrar]]&lt;br /&gt;
==How to set up alerts==&lt;br /&gt;
Anyone, please write few instructions or example howto of setting common alerts like siege\ground attack. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:95.30.120.167|95.30.120.167]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:'''For civilians:'''&lt;br /&gt;
# Define burro{{k|w}}s over the relevant areas.&lt;br /&gt;
# Add the burrows to the relevant alerts ({{k|m}}ilitary screen -&amp;gt; {{k|a}}lerts, highlight the alert, move over to the burrow list, highlight the burrow, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the burrow name if it's assigned to that alert.&lt;br /&gt;
# Activate the alert ({{k|m}}ilitary screen -&amp;gt; {{k|a}}lerts, highlight the alert, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the alert name if the civilians are on that alert.&lt;br /&gt;
# Enjoy the resultant job-cancellation message spam as your civilians refuse to leave the defined burrows.&lt;br /&gt;
:'''For military:'''&lt;br /&gt;
# Define burro{{k|w}}s and {{k|N}}otable points.&lt;br /&gt;
# Define patrol routes between your points from the points selector ({{k|N}} -&amp;gt; {{k|r}}).&lt;br /&gt;
# Go to the {{k|m}}ilitary -&amp;gt; {{k|a}}lerts screen.&lt;br /&gt;
# Add as many alerts as you think you need.  Note that a squad may only be on one alert condition at a time.&lt;br /&gt;
# Go to the {{k|m}}ilitary -&amp;gt; {{k|s}}cheduling screen.&lt;br /&gt;
# Assign order(s) to each squad in each month for each alert.  Use {{k|/}} and {{k|*}} to switch between alerts, {{k|o}} to add another order to the current month, {{k|e}}dit the highlighted order, {{k|Tab}} to switch lists, and {{k|c}}opy and {{k|p}}aste.&lt;br /&gt;
# Go back to the military alerts screen.&lt;br /&gt;
# Place your squads on various alerts by highlighting the alert, highlighting the squad, and then press {{k|Enter}}.  {{DFtext|A|#0F0}} will show up beside the squad's name if it's on that alert.&lt;br /&gt;
# Enjoy watching your squaddies run around in circles as they try to follow your schedules.&lt;br /&gt;
:How's that? --[[User:DeMatt|DeMatt]] 06:59, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It should be noted somewhere that regardless of the immense and deep options, the only order you can schedule your warrior dwarfs to fulfill is, &amp;quot;Stand around and die of thirst&amp;quot;. None of the other orders are available or possible. I played the previous version of military with all of it;s faults, but I can hardly believe that the designers of this game fixed the military problems by adding a complicated and ridiculous system of options that doesn't even work a little. It's like they didn't realize people might try to play this game. They're just coding a game for code's sake. My favorite part of the military user interface: &amp;quot;Press Enter to Delete.&amp;quot; Hha HA AH ah AH AH ah AH HA HA hA hHa ha H Ah AH ah ha ha HA hA h...instead I quit and pressed delete to delete this &amp;quot;game&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Noit</name></author>
	</entry>
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