<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Opsneakie</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=Opsneakie"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Opsneakie"/>
	<updated>2026-05-26T04:50:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=92766</id>
		<title>v0.31:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=92766"/>
		<updated>2010-04-14T17:42:07Z</updated>

		<summary type="html">&lt;p&gt;Opsneakie: /* Cage trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's {{l|traps}}.For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''{{l|defense guide}}'''. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For suggestions on disposing of nobles and other unwanted residents, see {{l|unfortunate accident|unfortunate accident}}.&lt;br /&gt;
* For a basic overview of how the different machine parts work and work together, see {{l|machinery|machinery}}.&lt;br /&gt;
 &lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile {{l|trap|trap}}s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking {{l|door|door}}s, {{l|hatch}}es, {{l|floodgate|floodgate}}s, {{l|bridge|bridge}}s and mechanic's traps to {{l|lever|lever}}s or {{l|pressure plate|pressure plate}}s, along with {{l|machinery|machinery}} to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a {{l|lever|signal}} to the linked device. That signal is not always as simple as &amp;quot;do it now&amp;quot;, but it's specifically either to &amp;quot;open&amp;quot; or to &amp;quot;close&amp;quot;.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the {{l|Trap#Stone-fall_Trap|stone-fall trap}}, {{l|Trap#Weapon_Trap|weapon trap}}, and {{l|Trap#Cage_Trap|cage trap}}.)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple {{l|trap|trap}}s that are placed by a mechanic. They require one {{l|mechanism|mechanism}} but do not require levers or triggers.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your {{l|mechanic|mechanic}}, and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using {{l|crossbow|crossbow}}s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with {{l|ammo|ammo}}.  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass {{l|cage|cage}} can hold indefinitely any creature, even trolls and megabeasts. A cage trap never fails, although some monsters have a (random?) chance to avoid them. Use cage traps as your outermost traps to catch the occasional wandering animal, or angry wounded {{l|elephant|elephant}} or {{l|unicorn|unicorn}}, or even {{l|zombie|zombie}}s. Caged animals and enemies will be safely brought to any animal stockpiles you have, but may escape later if you are not careful. For more information, see {{l|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a {{l|pressure plate|pressure plate}} or {{l|lever|lever}}. They will require at least three {{l|mechanisms|mechanisms}}, one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see {{l|Repeater}}.&lt;br /&gt;
&lt;br /&gt;
===Menacing spikes===&lt;br /&gt;
Menacing {{l|trap component|spike}}s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a {{l|restraint|chain}} in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back. Also known as the &amp;quot;Tar Baby&amp;quot; strategy.&lt;br /&gt;
&lt;br /&gt;
Note that this is a horrible method of getting rid of cats, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
&lt;br /&gt;
===Scattered traps===&lt;br /&gt;
Another option for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, whether deaths or cagings. This only works well if dwarves working outside are actually near the traps. A fisherdwarf on the opposite side of the map from a massive cluster of stonefall traps may as well have a large &amp;quot;KILL ME&amp;quot; sign on their back. If you like brute force methods, a wall of traps is a passive means to injure, kill or capture enemies who will happily walk right into them.  (This can work so well that some players decline to use it, and prefer a more complex challenge.)&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 1===&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
═════^═════&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 2 ===&lt;br /&gt;
&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by &amp;quot;x&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║   ║xx    ??&lt;br /&gt;
   ║   ║x    ??? &lt;br /&gt;
   ║???║   .????     ? = unpredictable path &lt;br /&gt;
   ║???║  .╔═════&lt;br /&gt;
   ║ ??║ . ║         . = ''most likely'' path&lt;br /&gt;
   ║  .║☺  ║         ☺ = invader&lt;br /&gt;
   ║x  .  x║&lt;br /&gt;
   ║xx   xx║         x = ''unlikely'' detour &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
Once in a straight hall, anything is possible (represented by &amp;quot;?&amp;quot;), but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crushing weight traps==&lt;br /&gt;
&lt;br /&gt;
===Dropping the Hammer===&lt;br /&gt;
Lowering {{l|drawbridge|drawbridge}}s on invaders will {{l|dwarven atom smasher|crush}} them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including {{l|wagon}}s and {{l|elephant}}s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies with the {{l|Creature_Tokens|[BUILDINGDESTROYER]}} tag from wrecking it, you can dig a {{l|channel}} in front of it for protection while it's raised.  Link the drawbridge to a {{l|lever|trigger}}, and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash {{l|invader}}s, unwanted {{l|immigrants}}, bothersome {{l|nobles}}, or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
===Intentional cave-in===&lt;br /&gt;
{{l|Support|Support}}s can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional {{l|cave-in|cave-in}}.&lt;br /&gt;
* Invaders dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor directly onto any creature will ''instantly'' kill it, regardless of its size.&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if normally immune).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as {{l|ambush|ambush}}ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your {{l|mechanic|mechanic}}s and {{l|mason|mason}}s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
==Water traps==&lt;br /&gt;
These traps drown or wash targets away.  Carelessness can cause an entire fortress to flood and be lost. Use with caution.&lt;br /&gt;
&lt;br /&gt;
===Drown and burn===&lt;br /&gt;
&lt;br /&gt;
A flooding room trap combined with an unextinguishable burning Lignite bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into steam are as effective at killing your {{l|framerate}} as they are {{l|goblins}}. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
===Drowning hall===&lt;br /&gt;
 	&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see {{l|ramp|ramp}})&lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;• &amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using {{l|pressure plate|pressure plate}}s, or if you want to have more fun, replace the water with {{l|magma|magma}} (which would require pressure plates and floodgates to be {{l|magma-safe|magma-safe}}).&lt;br /&gt;
&lt;br /&gt;
===Selective smiting tower===&lt;br /&gt;
&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective {{l|siege}} defense, as each tower component can be linked to a {{l|lever}} and used to wipe out a single invading squad at a time. Note: This may count as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
While a {{l|pressure plate}} in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. {{l|Floodgate}}s on the ground close, {{l|hatch}}es on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water Reservior&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
==Magma traps==&lt;br /&gt;
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on {{l|magma|magma}}, and use with ''extreme'' caution.&lt;br /&gt;
&lt;br /&gt;
===Sealed Fate===&lt;br /&gt;
&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
==Misc trap designs==&lt;br /&gt;
By clever and creative use of various elements, it is possible to create impressive systems that fill a variety of functions. &lt;br /&gt;
&lt;br /&gt;
===Casual impalement===&lt;br /&gt;
&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall {{l|party}} begins to be measured in goblin blood. &lt;br /&gt;
&lt;br /&gt;
===Chasm trap===&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A more complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║++^+║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&lt;br /&gt;
The goblins are lured in by a {{l|restraint|restrain}}ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to {{l|construction|build}} a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
Because the outcome of this fairly complex trap can be easily obtained by just using a retractable bridge,  it qualifies as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
===Land mines===&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an {{l|ambush|ambush}}). &lt;br /&gt;
&lt;br /&gt;
===Pitfall trap===&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.&lt;br /&gt;
&lt;br /&gt;
You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.&lt;br /&gt;
&lt;br /&gt;
===Degrinchinator===&lt;br /&gt;
&lt;br /&gt;
Water open to the sky in freezing biomes will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-231-degrinchinator&lt;br /&gt;
&lt;br /&gt;
===Suicide booth===&lt;br /&gt;
&lt;br /&gt;
Build a lever wherever you think is best, and nearly surround it with walls, leaving it open on one side.  Install a {{l|trap component|menacing spike}} in the one open spot, and link that to the lever.  Pull the lever once to lower the spike;  The trap is set. Berserk dwarves or curious animals like {{l|gremlin}}s will freely pull it and solve your problems for you. This trap has some utility, and can be used for easily disposing of unwanted dwarves like {{l|Nobles}} by simply having them trip the {{l|lever}}.  Should the spike fail to kill the creature, it will likely be severely wounded, and easy prey for your soldiers and/or war dogs.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Opsneakie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=90133</id>
		<title>v0.31:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=90133"/>
		<updated>2010-04-12T04:29:35Z</updated>

		<summary type="html">&lt;p&gt;Opsneakie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A milker is a dwarf that will [[milk]] creatures in a [[Farmer's workshop]]. There are now several milkable animals in-game, including cows and donkeys. Other creatures may be milkable as well&amp;lt;sup&amp;gt;Verify&amp;lt;/sup&amp;gt;. [[Milk]] is the ingredient for [[cheese]], which in turn can be used to make high-quality [[food]] at the [[Kitchen]]&lt;/div&gt;</summary>
		<author><name>Opsneakie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=90132</id>
		<title>v0.31:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=90132"/>
		<updated>2010-04-12T04:29:13Z</updated>

		<summary type="html">&lt;p&gt;Opsneakie: Created page with ' milker is a dwarf that will milk creatures in a Farmer's workshop. There are now several milkable animals in-game, including cows and donkeys. Other creatures may be mil…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; milker is a dwarf that will [[milk]] creatures in a [[Farmer's workshop]]. There are now several milkable animals in-game, including cows and donkeys. Other creatures may be milkable as well&amp;lt;sup&amp;gt;Verify&amp;lt;/sup&amp;gt;. [[Milk]] is the ingredient for [[cheese]], which in turn can be used to make high-quality [[food]] at the [[Kitchen]]&lt;/div&gt;</summary>
		<author><name>Opsneakie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crundle&amp;diff=87141</id>
		<title>v0.31:Crundle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crundle&amp;diff=87141"/>
		<updated>2010-04-08T18:55:21Z</updated>

		<summary type="html">&lt;p&gt;Opsneakie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Crundle|symbol=c|color={{COLOR:4:0:0}}|bones=yes|fat=~2|skin=scale|skulls=1|chunks=?|meat=yes|biome= * Subterranean Caverns}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny underground monster with large claws and horns.  It walks on two legs and is dangerous when encountered in large numbers.''&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode Information ==&lt;br /&gt;
While weak individually, crundles often move in packs and can pose a substantial danger to workers, weavers, and farmers that might be wandering through the underground. It is advisable to have your military or hunters clear out any infestations of crundles you locate in your caverns.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Information ==&lt;br /&gt;
They are fairly weak and can be killed easily. They are somewhat aggressive and, despite being virtually harmless alone, they can be dangerous in large packs.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CRUNDLE]&lt;br /&gt;
	[ARENA_RESTRICTED]&lt;br /&gt;
	[DESCRIPTION:A tiny underground monster with large claws and horns.  It walks on two legs and is dangerous when encountered in large numbers.]&lt;br /&gt;
	[NAME:crundle:crundles:crundle]&lt;br /&gt;
	[CASTE_NAME:crundle:crundles:crundle]&lt;br /&gt;
	[CREATURE_TILE:'c'][COLOR:4:0:0]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:2:3]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[CLUSTER_NUMBER:15:20]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:nervous energy]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
		[TL_RELATIVE_THICKNESS:10]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:200]&lt;br /&gt;
	[BODY_SIZE:1:168:1000]&lt;br /&gt;
	[BODY_SIZE:12:0:10000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:CRIMSON:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Opsneakie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=60982</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=60982"/>
		<updated>2010-01-15T21:55:30Z</updated>

		<summary type="html">&lt;p&gt;Opsneakie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s, which do not &amp;quot;use it up&amp;quot; in any way.  It is ''extremely'' dangerous, and has led to the death of many dwarfs, and many fortresses.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for long enough. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
'''Lava''' is the same substance. Magma is what it is called underground, while it is called Lava if it is above ground. &amp;lt;!-- see talk page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma almost exclusively occurs in two different features; magma pools and magma pipes.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Hidden [[Fun]] stuff also contains a very very very small amount of magma, capable for a smelter or two.&lt;br /&gt;
&lt;br /&gt;
Also, note that...&lt;br /&gt;
&lt;br /&gt;
* A '''[[volcano]]''' is identical in gameplay to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen.  This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
* A magma &amp;quot;'''vent'''&amp;quot; is the generic, non-game term for either a pipe or pool. When the distinction doesn't matter, it's commonly referred to as a vent.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily [[igneous extrusive]]. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use [[channel]]ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below). Unpressurized Magma is much slower than water from a river source, and can be stopped by any [[magma-safe]] [[floodgate]], [[door]] or etc. with a [[bauxite]] mechanism. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma pipes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[obsidian]], a stone which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]] stones), and which can be used to make swords at a [[Craftsdwarf's Workshop]]. &lt;br /&gt;
&lt;br /&gt;
See [[Obsidian farming]].&lt;br /&gt;
&lt;br /&gt;
=== Creature Safety ===&lt;br /&gt;
[[volcano|Volcanoes]] do not house nice things. [[Fire man|Fire men]], [[Magma man|Magma men]], and [[Fire imp|Fire imps]] all have their habitats in magma. All of these are attributed to innumerable cases of [[fun]], especially with newer players and forts starting off a bit too close to their volcano perches.&lt;br /&gt;
&lt;br /&gt;
There are several things you can do to prevent [[fun]].&lt;br /&gt;
*Channel water in a moat around the the top of the volcano. This will prevent creatures from venturing too far from their homes, but they can still chuck fire at your [[woodcutter|woodcutters]] and [[fisherdwarf|fisherdwarfs]]. Losing these early on can easily damn your efforts.&lt;br /&gt;
*Build far enough away from the volcano as to not catch the attention of what lurks inside. It is perfectly alright to dig several screens away from the volcano and then tunnel up along side it. Magma does not have enormous [[water pressure|pressure]] and (typically) will not follow the rules of equilibrium.&lt;br /&gt;
*When channeling magma underground, there is a nice set-up you can use to prevent creatures from coming inside and having a party in your smithy.&lt;br /&gt;
**Build a [[bauxite]] floodgate connected to a lever using [[bauxite]] [[mechanism|mechanisms]]. Bauxite is the only [[magma-safe]] rock. ''Bauxite is your friend''.&lt;br /&gt;
**Open the gate so our engraver can get through.&lt;br /&gt;
**Tap into the magma by engraving fortifications into it with other engravings queued already. This will cause magma to flow much slower, and the queue will cause the dwarf to immediately rush off and begin working - instead of lingering in the room while the magma pours in.&lt;br /&gt;
**Once everyone is safe and the chamber you built to house the magma is filling up, go ahead and close the gate to seal the chamber.&lt;br /&gt;
&lt;br /&gt;
This is setup is advisable because [[Fire man|Fire men]] and [[Magma man|Magma men]] cannot pass through fortifications. However, [[Fire imp|Fire Imps]] can, but they cannot [[Building_destroyer|destroy]] floodgates, while the first two can.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be affected by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump.{{version|0.28.181.40d}} However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
*Magma will create mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and buildings made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it. That is to say, digging into a volcano core is likely to result in the death of the miner unless he is sufficiently [[agile]] or has another immediately pending task - otherwise, he will pause for a moment, think of what to do next, then burst into flames as the magma flows onto him. It is recommended that you tell any prized miners to no longer mine and give a [[peasant]] or otherwise less desirable dwarf the sole responsibility of breaking the barrier holding back magma.  It is also usually safe to carve a [[fortification]] into the wall.&lt;br /&gt;
*Magma only spawns directly above the &amp;quot;Magma Flow&amp;quot; tiles at the bottom of a [[Magma#Magma sources|magma pipe]], and only up to the original top level. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma cannot be used to satisfy [[thirst]].&lt;br /&gt;
*[[Magma mist]] is not generated by falling magma, but only by a [[cave-in]].&lt;br /&gt;
*Magma mist will not generate happy [[thought]]s, but will instead burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function - [[fire-safe]] materials are sufficient.&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then melt or burn away. Screw pumps made from flammable materials (wood, possibly also graphite, lignite, or bituminous coal blocks) can catch fire, though stone and metal components need not be magma-safe unless the rear tile of the pump is submerged.&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]].&lt;br /&gt;
&lt;br /&gt;
If even a single component of a submerged building melts (whether a chalk mechanism on a steel floodgate or a copper sword in a weapon trap), the entire building will deconstruct.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection. However, they only spawn near natural formations. They will not spawn at a channel you have dug to another section of your fortress.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Flowing water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Activity zone|Pond]] water: A bucket of water dumped onto magma from directly above will cause all of the magma in the tile to disappear in a puff of steam. If dropped from more than one Z-level up, obsidian will be created as expected.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them. During the season change, all molten rock is automatically removed (at the same time as blood/vomit).&lt;br /&gt;
*Magma-safe items: [[Magma-safe]] items in magma (iron, adamantine, raw bauxite, etc) will never melt or be destroyed by the magma. One way to recover them it to turn the magma into obsidian using water and dig them out when it is safe, as encasing them in stone will also not destroy them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*Speed: Magma flows at the same rate as unpressurized water.&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops inside the pipe itself except at the highest level of magma.&lt;br /&gt;
*Cave-in: A cave-in of natural tiles or (more than one) constructed tiles landing in magma will cause potentially lethal [[magma mist]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Opsneakie</name></author>
	</entry>
</feed>