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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=130209</id>
		<title>40d Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=130209"/>
		<updated>2010-10-27T01:41:16Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* Spawning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dumping / Chasm-ing==&lt;br /&gt;
I removed the &amp;quot;this is for use on the lowest level of the Chasm&amp;quot; part of the article, because it doesn't seem to be the case. You can set a dump zone over the side of a tower 20 z-levels high and still have the crap land in the chasm, and I don't see why the collapse trick wouldn't work at all levels as well. --[[User:Tallyho|Tallyho]] 07:24, 5 May 2008 (EDT)&lt;br /&gt;
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==Pit Chasm==&lt;br /&gt;
I've had a chasm in a mountainous area near a volcano which was in fact cylindrical, not shaped like a river at all. It was basically a bore of empty space all the way to the bottom-most level, which consisted of the # chasm squares. In that respect, it looked much like a volcano bore but generally a bit smaller. There were variations in width on different levels of it as well. This led to open cave floor around it on some levels where troglodytes, iron men, giant cave swallows, and caveswallowmen frolicked about. --[[User:Janus|Janus]] 08:25, 1 November 2007 (EDT)&lt;br /&gt;
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:Huh, how about that.  They're certainly more interesting than they used to be.--[[User:Draco18s|Draco18s]] 14:54, 1 November 2007 (EDT)&lt;br /&gt;
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:Interesting. Sounds like a magma vent minus the magma. I have a game going in a grassland a few region squares away from a volcano. When I first started the game, I got a message that part of the cavern had collapsed and it zoomed to the magma vent. The vent itself was as you describe--a roughly cylindrical sinkhole of varying widths that went all the way to the bottom. Only in my case, it was full of magma up to the surface, and at lower depths, fire imps, magma men and fire snakes could be seen (Apparently, magma is transparent.) Maybe the game treats magma vents as localized chasms full of magma? --[[User:RedKing|RedKing]] 16:43, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's probably how it was formed, using the same algorithm as a magma vent, but it does appear to be intentional. Perhaps it is indeed meant to be a dead magma vent. That same map has the main volcano magma vent a short distance away. The magma vent was of course shown on the local map when choosing the map location, but the circular chasm was not.&lt;br /&gt;
::As for the collapse message when starting on a map with a magma vent, that appears to be due to a bug where a body of water is generated in the middle of it. This water instantly creates a solid block of obsidian with no support, which then collapses. Magma is semi-liquid, and fireproof monsters like those you mention will swim freely through it. --[[User:Janus|Janus]] 17:06, 3 November 2007 (EDT)&lt;br /&gt;
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Actually there are two variants of the chasm, a chasm vent/pit and a chasm/river star like chasm (encountered this one twice, and it really fucked up the level). Perhaps we should works this into the article. Perhaps we should ad screenshots. I sadly have no save with the star river like chasm anymore (abandoned those). --[[User:Soyweiser|Soyweiser]] 18:45, 7 November 2007 (EST)&lt;br /&gt;
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I'm playing a fortress right now with the same type of &amp;quot;pit&amp;quot; chasm.  I'll see if I can get a shot of it to add to the page. --[[User:Sk128234|Sk128234]] 19:08, 7 November 2007 (EST)&lt;br /&gt;
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==Surface / embark map view ==&lt;br /&gt;
Are the surface chasms visible from the map when selecting the site? It would be great to get a screenshot of that for the page to look similarly to the volcano page. --[[User:JPolito|JPolito]] 02:26, 18 November 2007 (EST)&lt;br /&gt;
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:They're not visible until you actually embark.  Same thing for kobold caves.  However, if they reach the surface at all, you can see every single tile they contain right away.--[[User:Maximus|Maximus]] 15:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cliff as indicator==&lt;br /&gt;
I don't think that chasms are the only things that can produce 20+ cliffs. I have a fortress now that is right on the edge of a massive cliff.--[[User:Zonhin|Zonhin]] 19:39, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: They aren't.  Those cliffs appear rather often around true volcanoes and mountain peaks.  Chasms just happen to be VERY common in mountain region tiles at embark, as much so as small brooks/rivers in certain other regions.&lt;br /&gt;
&lt;br /&gt;
==Tributary chasm==&lt;br /&gt;
I have a pretty oddly shaped chasm, or at least i think i do.  It starts from the corner of the map in a river like shape, then it splits off into 5 smaller 'fingers.'  I've mined alot of the rock around it; it has a wide assortment of metals, gems, and stone i havent seen anywhere else on the map.--[[User:Hiho216|Hiho216]] 00:58, 23 January 2008 (EST)&lt;br /&gt;
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:Apparently, you have a chasm that got the same code as a river source/delta, as that creates the same sort of 'fingers.'--[[User:Alfador|Alfador]] 11:34, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cave spider spawning==&lt;br /&gt;
The article says that cave spiders &amp;quot;Often cave spiders are present near chasms&amp;quot;. Shouldn't it be &amp;quot;Cave spiders spawn periodically near chasms&amp;quot;? I haven't seen chasm without those awesome little silk spawners. --[[User:Someone-else|Someone-else]] 08:09, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a pic of the end of a chasm here: http://img168.imageshack.us/img168/8286/chasmendfl7.png&lt;br /&gt;
Not sure if it's notable... [[User:QMarx|QMarx]] 23:59, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My current map has a chasm without any spawning spiders.  I’ve been playing it for about three or four years (game time, of course) and have not seen any at all.  I wonder if it has anything to do with whether the chasm breaks the surface or not?  (Mine’s completely enclosed.)  My biome is pretty standard, so I don’t think that’s what prevent them from spawning. --[[User:Frewfrux|Frewfrux]] 20:27, 27 November 2009 (UTC)&lt;br /&gt;
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::One of my fortresses has a chasm with no cave spiders.  I think it's just random whether a particular chasm contains cave spiders or not.  If you export the &amp;quot;world-sites-and-pops&amp;quot; file, it doesn't show chasms, but it does show caves (which supposedly contain the same creatures as chasms), and some have lots of cave spiders while others have none at all.  --[[User:LaVacaMorada|LaVacaMorada]] 21:48, 27 November 2009 (UTC)&lt;br /&gt;
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== Baddies ==&lt;br /&gt;
&lt;br /&gt;
Do chasms spawn hostile creatures like ratmen, or do they just start there?  [[User:Gairabad|Gairabad]] 00:00, 15 December 2008 (EST)&lt;br /&gt;
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:Sadly, UG/chasm/magma no longer spawns anything. Kill it, and it is gone for good. --[[User:Savok|Savok]] 10:05, 15 December 2008 (EST)&lt;br /&gt;
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::Any chance of re-introducing spawning?  A init option enabling it would be sweet! --[[User:Kwieland|Kwieland]] 14:04, 3 March 2009 (EST)&lt;br /&gt;
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== Chasm of Death ==&lt;br /&gt;
&lt;br /&gt;
There's no mention of this in the article so I feel compelled to inquire as to what people's experiences of chasms in adventure mode have been.&lt;br /&gt;
&lt;br /&gt;
When 'venturing about one of my fallen fortresses I was attacked by a hoard of troglodytes, approximately 15 brutally violated me within the corridors of my fortress as my noble warrior collapsed due to over-exertion after blocking countless attacks and was promptly strangled to death. Thinking this a mere quirk of the wonderful world of DF I returned to the fortress with a different character, much stronger this time, expecting to be able to have a proper look around. I was sadly mistaken. I was first attacked by a giant eagle, after a few fortunate strikes I had claimed the upper hand and was preparing to deal the killing blow when a wave of those cursed troglodytes clambered up the mountainside. Well taught by the experience of that unfortunate past warrior, abandoning my prey, I fled. Well, I did for a few moments before turning to see the troglodyte hoard attacking the giant eagle, I must say, I felt a deep sense of pity for the poor beast as the monsters went about their brutal practice of trying to break every bone in its body. &lt;br /&gt;
&lt;br /&gt;
With a cry I charged at the mass of assailants and began to cleave them apart, blood spat forth endlessly from the mound of creatures before me as I hacked and slashed, coating the mountainside in crimson. Unfortunately the eagle was torn apart before I could give it a slightly more honourable death (slightly being the key word here) and I found myself surrounded by limbs, corpses and blood. The slaughter of the troglodytes was not to be the first however as each time I return to that cursed place more and more crawl forth from the chasm.  They attack all in their path, be they goat or giant eagle and as such the slope of the mountain is stained with the blood of perhaps hundreds and the bones of the countless fallen litter the earth. It seems the troglodytes are without number.&lt;br /&gt;
&lt;br /&gt;
Perhaps this was a curious enigma in the world, a strange chasm of frenzied and blood thirsty troglodytes, so I thought until I came upon an inhabited fortress deep in the mountains nearby. Upon arriving I heard the cries of a child set upon by vicious bat-men, by the time I found the infant I was too late, only a bruised and battered corpse remained. Upon this visit there was little more of importance which came to pass, I was in fact not even aware that there was a chasm in the vicinity until my second visit. As soon as I neared the fortress the stench of death was thick in the air, rat-men, troglodytes and bat-men were mobbing and slaughtering soldiers, fish-cleaners and dyers indiscriminately. I ran to the aid of the assailed but for many I was too late, after what seemed like an age of combat all was quiet and the ground was littered with limbs and corpses and, of course, stained with blood. As I looked upon the all-to-familiar scene of destruction a terrible thought suddenly struck me, perhaps there was a chasm here. From my experience I presumed that it would probably be upon the side of a mountain and so to the East I ran, clambering up the slopes, and as I did so I heard a cry. A swordsman, perhaps with the same idea as I had come upon the chasm and was being attacked by numerous assailants, including a gremlin and several rat-men. Tragically, as I neared his location he bled to death (I don't quite know what cut him, perhaps a large rat entered the battle at some point), I found his corpse high atop a pile of the bodies of those he had slain in his battle-frenzy.&lt;br /&gt;
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And then, I saw it, the chasm, a damned pit of suffering and torment. No sooner had I sighted it than I was attacked by a number of bat-men. As I fought more and more emerged from the chasm but they all met the same bloody end, my time spent fighting hoards of vicious troglodytes had sharpened my skill in combat and once the stream of foes ended I emerged tired, but unwounded. &lt;br /&gt;
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To conclude, chasms may be useful waste-disposal areas in fortress, but in adventure they are terrible places of endless slaughter where blood flows unceasingly. Have others had similar experiences? If so I'll add a section (with a little less story-telling) to warn people of the dangers of these cursed pits. --[[User:Deja Mort|Deja Mort]] 17:25, 8 February 2009 (EST)&lt;br /&gt;
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Uncommon? They're all over the place in mountain biomes, in my experience. [[User:InsanityPrelude|InsanityPrelude]] 13:32, 6 April 2009 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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Y'mean the chasms? Perhaps I've been spending too much time frolicking with wolves in the woods.&lt;br /&gt;
Admittedly they are pretty prevalent in fortress mode but tend to be tucked away, at least in my fortresses. Maybe I just haven't been looking hard enough on my adventures or the majority of the citizens of chasms are friendlier folk who don't pick fights quite as often. --[[User:Deja Mort|Deja Mort]] 21:32, 11 April 2009 (UTC)&lt;br /&gt;
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== To find a chasm ==&lt;br /&gt;
&lt;br /&gt;
Once I looked at my stocks screen to find a bunch of naked mole dog/olmman corpses on the list.  I didn't recall anything dying recently, so I zoomed to it and found it pointing deep underground.  I never actually got the chance to dig it up and see, but it didn't take me long to figure out what was going on.  Anyway, that's just something to look out for, if you're in the market for a chasm, or just don't want any nasty surprises.  --[[User:Smartmo|Smartmo]] 01:12, 15 May 2009 (UTC)&lt;br /&gt;
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Also, I found that if you have lots of red [[silk|cave spider silk thread]] on your stocks screen, zoom to one, and then dig to there. Chasm! --[[User:Bombcar|Bombcar]] 06:17, 27 November 2009 (UTC)&lt;br /&gt;
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== Cave spiders= Chasm ==&lt;br /&gt;
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I was digging a corridor right under my cave river when I noticed that there was a bunch of silk laying around and my cats had killed about 10 cave spiders. So after a while more and more cave spiders spawned and made more silk.I was wondering if this meant that i was near a chasm.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 17:50, 5 June 2009 (UTC)&lt;br /&gt;
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More likely than not, this probably means chasm.&lt;br /&gt;
I would think yourself lucky - I was aware of a chasm in one of my earlier games, just not too sure of the hazards. A Giant Cave Spider spawned above the chasm on top of the mountain, and one of my stray cats stumbled into it's web - who narrowly escaped being devoured, and lured the beast back to the fortress entrance. Needless to say, as it was only autumn of the first year, even with the help of the caravan guards it still massacred half of my fort's population. [[User:Libelnon|Libelnon]] 17:53, 21 February 2010 (GMT)&lt;br /&gt;
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== Use for Drain? ==&lt;br /&gt;
&lt;br /&gt;
I haven't been able to try this out yet, but I was thinking that you could better use flowing water if the end dump was a chasm.  There would be no need for any pumps, you can just build a tunnel to the drain and let gravity do the rest!  This would make things like computers much easier to operate, and the amount of water you can use is only limited by how fast it spawns in a nearby brook.  Tell me what you think (am I insane or a genius [or both]?).&lt;br /&gt;
:It actually works wonderfully, with one particular exception worth noting.  The higher up in the chasm/pit that you place the water’s exit, the more mist you will generate (mist being generated by falling water) and, therefore, the slower your fort will move due to frame rate issues.  I’m not totally sure how to get around this as the water will need to fall somewhere no matter what, but I would assume that if you had a 1x1 channel that the water fell down until it reached the bottom (at which point it would flow into the chasm/pit) that might help because you wouldn’t be generating as much mist in the confined space (but you would still be generating some).  (NOTE: This is based on pure speculation from other things I have read on this wiki.  I have not actually done this yet.) --[[User:Frewfrux|Frewfrux]] 20:43, 30 November 2009 (UTC)&lt;br /&gt;
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== Spawning ==&lt;br /&gt;
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Just curious: Do Chasms spawn creatures? --[[User:Iban|Iban]] 06:10, 29 December 2009 (UTC)&lt;br /&gt;
:No. --[[User:Quietust|Quietust]] 13:30, 29 December 2009 (UTC)&lt;br /&gt;
::Well they do when you first embark but other wise they dont :\ --[[User:Riom13|Riom13]] 01:41, 27 October 2010 (UTC)&lt;br /&gt;
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== Dragon? ==&lt;br /&gt;
&lt;br /&gt;
According to [[User:Bentusi16|Bentusi16]]:&lt;br /&gt;
:In one case, a [[Dragon]] emerged from a chasm in a Fortress Mode fort without meeting the regular mega beast requirements (The fort had only been in play one in game season). It is not known if this was a bug or is a feature. No other recorded cases of this happening are available at this time.&lt;br /&gt;
More information needs to be gathered about this. Did the dragon appear within one of the side caverns, or did it emerge from the map edge? If the latter, it's likely that it simply chose a very poor location to enter the map as all megabeasts do. Also, it isn't clear that there are requirements under which megabeasts can arrive - the [[megabeast|article]] states that such requirements may exist, but they have never been verified. --[[User:Quietust|Quietust]] 02:07, 31 December 2009 (UTC)&lt;br /&gt;
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== Creating a Chasm ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to create a bottomless pit? --[[User:Iban|Iban]] 04:24, 18 January 2010 (UTC)&lt;br /&gt;
:Aside from a utility (such as dtil), no. --[[User:Quietust|Quietust]] 05:42, 18 January 2010 (UTC)&lt;br /&gt;
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== Dead Creatures ==&lt;br /&gt;
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All of the creatures spawned dead, is there a problem? --[[User:Raneman|Raneman]] 18:43, 5 February 2010 (Central time)&lt;br /&gt;
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== Settling inside the bottomless pit ==&lt;br /&gt;
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In one of my recent experiments I have settled inside of the bottomless pit. I dug out 1 square around the edge of the pit. Then i proceeded to branch off each room (stockpiles, bedrooms, workshops) from the edge. ''I did not use hallways'' I made sure that every room had a direct connection to the bottomless pit. What resulted was very interesting. This opened up many Great opportunities such as a waterfall that goes through your entire fort with ease, Interesting traps that sent many enemies down the bottomless pit and a very, '''very''' cool look to your fort. However, this is not for the faint of heart. Creatures in your pit can result in early losses, irrigation can be a problem since bottomless pits normally spawn in complete rock, and the most scary part about a fortress such as this. Tantrum spirals are ten times worse. When anyone tantrums they will almost surely kick someone down the bottomless pit. This makes tantrum spirals so deadly that when they happen you should most likely give up. Overall, Bottomless pit forts are very [[fun]]&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 02:18, 11 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant&amp;diff=117011</id>
		<title>v0.31:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant&amp;diff=117011"/>
		<updated>2010-06-05T21:07:06Z</updated>

		<summary type="html">&lt;p&gt;Riom13: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
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&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant&lt;br /&gt;
|symbol=G&lt;br /&gt;
|color=3:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic creature resembling a human, almost unparalleled in size.''&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Destor&amp;diff=62849</id>
		<title>User talk:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Destor&amp;diff=62849"/>
		<updated>2010-02-08T23:31:14Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
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&lt;div&gt;Up at the top of the entry, among the tabs, is &amp;quot;watch&amp;quot;. Click to toggle between that and &amp;quot;unwatch&amp;quot;. -[[User:Fuzzy|Fuzzy]] 16:43, 12 October 2008 (EDT)&lt;br /&gt;
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Ahhhh... I see it, thank you very much, I'm kind of new on the wiki. [[User:Destor|Destor]] 16:53, 12 October 2008 (EDT)&lt;br /&gt;
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==Thanks==&lt;br /&gt;
Thanks, it's slow here at work during the holidays so I really have the time to spare at the moment (and editing a wiki is a lot less likely to get me in trouble than, say, playing DF :)  ) ... it's a great game and this is a great resource for it so I'm just trying to help whatever way I can. Regards! [[User:JubalHarshaw|JubalHarshaw]] 15:21, 29 December 2008 (EST)&lt;br /&gt;
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==It's ok right?==&lt;br /&gt;
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I just recently posted a response to one of your logs in the actual page. Is that k? Hope so, you can remove it if not.--[[User:Riom13|Riom13]] 23:31, 8 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=62847</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=62847"/>
		<updated>2010-02-08T22:45:30Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* YEAH! */&lt;/p&gt;
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&lt;div&gt;Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
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Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
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== Random funny things! ==&lt;br /&gt;
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my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
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oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
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== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
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So, I had de-drafted my best hammerdwarf from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
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I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
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== help ==&lt;br /&gt;
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When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;br /&gt;
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:Isn't there some utility that lets you save embark profiles? --[[User:GreyMario|GreyMaria]] 19:25, 29 November 2008 (EST)&lt;br /&gt;
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::The latest version of DF lets you save the profile in the customize embark screen. I think. I haven't actually tried to load my saved profile. --[[User:Savok|Savok]] 21:24, 29 November 2008 (EST)&lt;br /&gt;
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:Download the latest version, if you haven't already.--[[User:Maximus|Maximus]] 22:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just realized something; if you have the latest version, how do you do that? this is purely hypothetical, but what keys do you press and such?--[[User:Destor|Destor]] 00:26, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:On the embark screen, set everything up the way you want and hit the s key. Name it, and you're good to go. --[[User:Simmura McCrea|Simmura McCrea]] 14:12, 30 January 2009 (EST)&lt;br /&gt;
::Oh, thanks. I got the latest version a few weeks ago, and I figured that out myself. I just never bothered to mention it.--[[User:Destor|Destor]] 17:50, 30 January 2009 (EST)&lt;br /&gt;
== YEAH! ==&lt;br /&gt;
YES! THE COUNT! Destor has been ecstatic lately, he got a count and the dwarven economy. YES! after 6 whole years, a stinking count and the economy. oh joy of joys!--[[User:Destor|Destor]] 17:32, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Heh heh, congratulations! Don't get to excited about the [[Noble|extremely bright people]] though, you'll hate them when all you dwarf are hammered to death because they couldn't make a glass door on a sandless map.--[[User:Riom13|Riom13]] 22:45, 8 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thank you! ==&lt;br /&gt;
Thank you all of the people who have been doing the small work that needs to be done to clean up the wiki, and make it easier to navigate and better to look at. I don't know if you will see this, but thanks. I don't know much about categorization, and even less about how the templates work, but if there is a way I can help, please let me know.--[[User:Destor|Destor]] 11:44, 30 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Riom13&amp;diff=62844</id>
		<title>User:Riom13</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Riom13&amp;diff=62844"/>
		<updated>2010-02-08T21:35:50Z</updated>

		<summary type="html">&lt;p&gt;Riom13: Created page with 'Right now I'm managing a fort called PaintFeed. Nothing much actually got the embark file from a tutorial, but hey! What you gonna do?  Currently trying to exterminate all the pi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Right now I'm managing a fort called PaintFeed. Nothing much actually got the embark file from a tutorial, but hey! What you gonna do?&lt;br /&gt;
&lt;br /&gt;
Currently trying to exterminate all the pikes because my peasents I try to train as hunters keep getting eaten and now theres a bunch of pikes with names running around. Knowing my luck, once I kill them some carps will miagrate in.&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=62843</id>
		<title>40d Talk:Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=62843"/>
		<updated>2010-02-08T21:33:13Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moss may just be an in-game indicator that the area is truly abandoned and that no one has gone in to do the little things like making sure the statuary gardens stay clean. [[User:Volouscheur|Volouscheur]] 02:08, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:On my newly started fortress I've seen moss just develop before or during the winter next to and on my brook to west of my fortress. So what you said isn't the case.--[[User:Richards|Richards]] 17:16, 29 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
it says that in the article basically. I think (s)he  meant that we need to find out the effects of moss, what it does, how to destroy it, if it gives negative thoughts, and etc. I will go search the string dump now.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
alright, it only lists  moss as ''mossy'' and it lists it with the other descriptive effects like vomit- and blood-spattered. there is no other mention of moss in the string dump page.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So what you're saying is &amp;quot;Your constructions turn green after awhile?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No, only after a '''LONG''' while. Possibly a few decades or after reclaims, but I cant assure you that because I've only read about it. It be nice if Toady One could help us out with this one. As far as we know it could just be random.--[[User:Riom13|Riom13]] 21:33, 8 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=62842</id>
		<title>40d Talk:Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=62842"/>
		<updated>2010-02-08T21:31:45Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moss may just be an in-game indicator that the area is truly abandoned and that no one has gone in to do the little things like making sure the statuary gardens stay clean. [[User:Volouscheur|Volouscheur]] 02:08, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:On my newly started fortress I've seen moss just develop before or during the winter next to and on my brook to west of my fortress. So what you said isn't the case.--[[User:Richards|Richards]] 17:16, 29 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
it says that in the article basically. I think (s)he  meant that we need to find out the effects of moss, what it does, how to destroy it, if it gives negative thoughts, and etc. I will go search the string dump now.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
alright, it only lists  moss as ''mossy'' and it lists it with the other descriptive effects like vomit- and blood-spattered. there is no other mention of moss in the string dump page.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So what you're saying is &amp;quot;Your constructions turn green after awhile?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No, only after a LONG while. Possibly a few decades or after reclaims, but I cant assure you that because I've only read about it. It be nice if Toady One could help us out with this one. It may just be random.&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fairy&amp;diff=62841</id>
		<title>40d:Fairy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fairy&amp;diff=62841"/>
		<updated>2010-02-08T21:26:49Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fairies''' are not [[elves]]. They are [[vermin]]s that glow in the dark like [[Firefly|fireflies]]. They are [[fanciful]] little critters that live in all good [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FAIRY]&lt;br /&gt;
	[NAME:fairy:fairies:fairy]&lt;br /&gt;
	[TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][GOOD]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:700]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:babylike giggles]&lt;br /&gt;
	[PREFSTRING:lacy wings]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[LIGHT_GEN]&lt;br /&gt;
	[BIOME:ALL_MAIN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pixie&amp;diff=62840</id>
		<title>40d:Pixie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pixie&amp;diff=62840"/>
		<updated>2010-02-08T21:20:05Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pixies''' are harmless vermin, similar to [[Fairy|fairies]], but technically smaller, and appear in swarms. They live in all good [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
They can't be trapped and will not damage or eat food.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:PIXIE]&lt;br /&gt;
	[NAME:pixie:pixies:pixie]&lt;br /&gt;
	[TILE:250][COLOR:3:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][GOOD]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:700]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:shifting colors]&lt;br /&gt;
	[PREFSTRING:intricate aerial dances]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[LIGHT_GEN]&lt;br /&gt;
	[BIOME:ALL_MAIN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Nightwing&amp;diff=62750</id>
		<title>40d:Nightwing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Nightwing&amp;diff=62750"/>
		<updated>2010-02-08T03:53:43Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Nightwing|symbol=N|color={{COLOR:0:0:1}}|bones=8|chunks=8|meat=8|fat=No|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[desert]]|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Nightwings''' are [[humanoid]] creatures that will sometimes appear in evil [[biome]]s. They have unique appearance, having a the head of a jackal, a mane,  wings, tail, humanoid body and two needle like horns, which they can use in combat. They are also said to suck blood.&lt;br /&gt;
&lt;br /&gt;
They are very dangerous in adventurer mode and should be avoided by unexperienced players. Encounters in fortress mode are rather rare, though.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:NIGHTWING]&lt;br /&gt;
	[NAME:nightwing:nightwings:nightwing]&lt;br /&gt;
	[TILE:'N'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:4]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:jackal heads]&lt;br /&gt;
	[PREFSTRING:bat wings]&lt;br /&gt;
	[PREFSTRING:long tails]&lt;br /&gt;
	[PREFSTRING:manes]&lt;br /&gt;
	[PREFSTRING:fangs]&lt;br /&gt;
	[PREFSTRING:ability to suck blood]&lt;br /&gt;
	[PREFSTRING:tightly-stretched skin]&lt;br /&gt;
	[PREFSTRING:needle-like horns]&lt;br /&gt;
	[NOPAIN][NOBREATHE][NOBLEED][NONAUSEA][NOEMOTION][NOEXERT][NOFEAR]&lt;br /&gt;
	[BODY:HUMANOID:2WINGS:TAIL:2EYES:2EARS:NOSE:2LUNGS:NECK:SPINE:BRAIN:2HEAD_HORN:HUMANOID_JOINTS:MOUTH]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:ANY_DESERT]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=62588</id>
		<title>40d:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=62588"/>
		<updated>2010-02-06T23:27:57Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* Vomitorium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece steel weapons and armor. Possibly both. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate.&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
Bonus: excavate a reservoir and a lower river valley&lt;br /&gt;
Bonus: build a control center to control the water flow&lt;br /&gt;
Bonus: draw your entire energy from a power station within&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how much bonuses you fullfill. The Power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
==Doberman Launcher==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your framerate.  Bonus:  Train all dogs inside as wardogs when they mature.  Super bonus:  Make it a Bear Trap. MEGADWARF bonus: Combine with a drowning chamber and carp tarp.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible [[mega constructions]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[Carp]]. &lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quicksmiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;I dinna say we wurren't crazy!&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.&lt;br /&gt;
&lt;br /&gt;
==It's A TRAP!==&lt;br /&gt;
It seems that [[traps]] are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your [[arena]] will never want for combatants, including all those pesky wild animals you no longer need to hunt for.&lt;br /&gt;
&lt;br /&gt;
==It's A CRAP!==&lt;br /&gt;
CRAP: Carp trap...wait, why are you laughing? Anyway, here what you do.&lt;br /&gt;
&lt;br /&gt;
Capture some carp in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them.&lt;br /&gt;
All the little goblins (or Orcs) coming toward you in a massive siege must be directed into your moat. When they fall in, they &lt;br /&gt;
become (goblin chunk). Laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
BONUS: Edit the raws to make carps eat their kills.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Like going within two tiles of a carp infested river and surviving.&lt;br /&gt;
'''Usefulness''': Questionable&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles | Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  Bonus points for each additional level down you manage to place the coffin.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the [[screw pump|pumps]] to use [[magma-proof]] pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those [[iron]] or [[steel]] pumps and [[bauxite]] [[floodgate]]s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but also [[Fun]]. &lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire demons to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*BONUS:Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult.&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian]] factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High. Tested with 50 recruits standing infront of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
BONUS: Fill it with Magma instead (though Magma doesn't pressurize). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, by definition, but highly amusing.&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though.&lt;br /&gt;
&lt;br /&gt;
==[[Tower-cap]] Farm==&lt;br /&gt;
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size - bigger is better.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents [[cave adaption]]. It's like the greenhouse, only instead of a farm, it's [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it, or build a [[bridge]] or two over the top.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal a dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. &lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - Underground Reasonably Intelligent Settlement Technology&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.R.F.   - Dungeon Operator, Really Fast&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - Massively Alcoholic Gear-Machine Assembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - All-Reaching Master Of Killing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by orcs or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=62587</id>
		<title>40d:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=62587"/>
		<updated>2010-02-06T23:16:58Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* Labyrinth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece steel weapons and armor. Possibly both. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate.&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
Bonus: excavate a reservoir and a lower river valley&lt;br /&gt;
Bonus: build a control center to control the water flow&lt;br /&gt;
Bonus: draw your entire energy from a power station within&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how much bonuses you fullfill. The Power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
==Doberman Launcher==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your framerate.  Bonus:  Train all dogs inside as wardogs when they mature.  Super bonus:  Make it a Bear Trap. MEGADWARF bonus: Combine with a drowning chamber and carp tarp.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible [[mega constructions]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[Carp]]. &lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quicksmiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;I dinna say we wurren't crazy!&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.&lt;br /&gt;
&lt;br /&gt;
==It's A TRAP!==&lt;br /&gt;
It seems that [[traps]] are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your [[arena]] will never want for combatants, including all those pesky wild animals you no longer need to hunt for.&lt;br /&gt;
&lt;br /&gt;
==It's A CRAP!==&lt;br /&gt;
CRAP: Carp trap...wait, why are you laughing? Anyway, here what you do.&lt;br /&gt;
&lt;br /&gt;
Capture some carp in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them.&lt;br /&gt;
All the little goblins (or Orcs) coming toward you in a massive siege must be directed into your moat. When they fall in, they &lt;br /&gt;
become (goblin chunk). Laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
BONUS: Edit the raws to make carps eat their kills.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Like going within two tiles of a carp infested river and surviving.&lt;br /&gt;
'''Usefulness''': Questionable&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles | Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  Bonus points for each additional level down you manage to place the coffin.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the [[screw pump|pumps]] to use [[magma-proof]] pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those [[iron]] or [[steel]] pumps and [[bauxite]] [[floodgate]]s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but also [[Fun]]. &lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire demons to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*BONUS:Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult.&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian]] factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High. Tested with 50 recruits standing infront of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
BONUS: Fill it with Magma instead (though Magma doesn't pressurize). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, by definition, but highly amusing.&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though.&lt;br /&gt;
&lt;br /&gt;
==[[Tower-cap]] Farm==&lt;br /&gt;
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size - bigger is better.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents [[cave adaption]]. It's like the greenhouse, only instead of a farm, it's [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it, or build a [[bridge]] or two over the top.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Can be a problem when [[goblin]] archers get involved.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal a dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. &lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - Underground Reasonably Intelligent Settlement Technology&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.R.F.   - Dungeon Operator, Really Fast&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - Massively Alcoholic Gear-Machine Assembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - All-Reaching Master Of Killing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by orcs or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=62502</id>
		<title>40d:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=62502"/>
		<updated>2010-02-05T17:45:50Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* Tough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As your dwarves gain [[experience]] in various skills, they also gain '''attribute''' increases.  There are three dwarven attributes: Strength, Agility, and Toughness.  When a [[dwarf]] gains an attribute increase, an announcement appears: &amp;quot;[Dwarf] is more experienced.&amp;quot;  Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc.&lt;br /&gt;
&lt;br /&gt;
Dwarves which attain [[legendary]] skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill.  &lt;br /&gt;
&lt;br /&gt;
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.&lt;br /&gt;
&lt;br /&gt;
==The 3 attributes==&lt;br /&gt;
=== Strong ===&lt;br /&gt;
&lt;br /&gt;
Allows a dwarf to carry heavy objects without being slowed, and (presumably) increases damage. In adventure mode, having a higher level of strength will enable you to pull your [[weapons]] out of a wound in which they have been stuck with a lower chance of losing hold of it. It also increases your chance of successful [[wrestling]] moves (i.e. pulling a [[sword]] out of a [[kobold]]'s hand).&lt;br /&gt;
&lt;br /&gt;
The levels of strength are:&lt;br /&gt;
&lt;br /&gt;
* (No indicator - base strength)&lt;br /&gt;
* Strong&lt;br /&gt;
* Very Strong&lt;br /&gt;
* Extremely Strong&lt;br /&gt;
* Mighty&lt;br /&gt;
* Ultra-Mighty&lt;br /&gt;
&lt;br /&gt;
=== Agile ===&lt;br /&gt;
&lt;br /&gt;
Speeds many tasks undertaken by a dwarf, including movement, combat, digging.  (Does'' not'' speed &amp;quot;workshop&amp;quot; related tasks.{{verify}})&lt;br /&gt;
&lt;br /&gt;
The levels of agility are:&lt;br /&gt;
*(No indicator - base agility) --  speed 1000&lt;br /&gt;
*Agile -- speed 1098&lt;br /&gt;
*Very Agile -- speed 1219&lt;br /&gt;
*Extremely Agile -- speed 1369&lt;br /&gt;
*Unbelievably Agile -- speed 1562&lt;br /&gt;
*Perfectly Agile -- speed 1818&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;speed&amp;quot; values are what is shown in [[Adventure Mode]].  If you choose to modify the game to make dwarves faster, you must use numbers lower than 1000 (e.g., [SPEED:700]) in [[creature_standard.txt]].  See [[speed]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Tough ===&lt;br /&gt;
&lt;br /&gt;
Makes a dwarf both harder to injure and capable of making more combat moves before getting tired.  Also increases the time before a dwarf succumbs to thirst, hunger, suffocation, and drowning. Reduces the chance of falling unconscious due to pain.  Also decreases the amount of bedrest needed to heal from wounds.&lt;br /&gt;
&lt;br /&gt;
The levels of toughness are:&lt;br /&gt;
* (No indicator - base toughness)&lt;br /&gt;
* Tough&lt;br /&gt;
* Very Tough&lt;br /&gt;
* Extremely Tough&lt;br /&gt;
* Unbelievably Tough&lt;br /&gt;
* Superdwarvenly Tough&lt;br /&gt;
&lt;br /&gt;
Races other than dwarves will have different race-appropriate descriptors for the top toughness level (Superhumanly, Superelvenly, or Supergoblinly).&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
Attribute increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
The specific attribute gained is selected randomly, and specific skills have no relationship to which attributes are gained - any skill can bestow any attribute equally.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
There are several good guides at how to quickly level up your [[dwarves]] in the military section, most notably the [[Sparring]] article and the [[Cross-training]] article.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This presumably keeps going, following the formula: Y=1750X+250X&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (Experience needed = 1750*level + 250*level squared) &lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=62501</id>
		<title>40d:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=62501"/>
		<updated>2010-02-05T17:43:43Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* Agile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As your dwarves gain [[experience]] in various skills, they also gain '''attribute''' increases.  There are three dwarven attributes: Strength, Agility, and Toughness.  When a [[dwarf]] gains an attribute increase, an announcement appears: &amp;quot;[Dwarf] is more experienced.&amp;quot;  Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc.&lt;br /&gt;
&lt;br /&gt;
Dwarves which attain [[legendary]] skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill.  &lt;br /&gt;
&lt;br /&gt;
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.&lt;br /&gt;
&lt;br /&gt;
==The 3 attributes==&lt;br /&gt;
=== Strong ===&lt;br /&gt;
&lt;br /&gt;
Allows a dwarf to carry heavy objects without being slowed, and (presumably) increases damage. In adventure mode, having a higher level of strength will enable you to pull your [[weapons]] out of a wound in which they have been stuck with a lower chance of losing hold of it. It also increases your chance of successful [[wrestling]] moves (i.e. pulling a [[sword]] out of a [[kobold]]'s hand).&lt;br /&gt;
&lt;br /&gt;
The levels of strength are:&lt;br /&gt;
&lt;br /&gt;
* (No indicator - base strength)&lt;br /&gt;
* Strong&lt;br /&gt;
* Very Strong&lt;br /&gt;
* Extremely Strong&lt;br /&gt;
* Mighty&lt;br /&gt;
* Ultra-Mighty&lt;br /&gt;
&lt;br /&gt;
=== Agile ===&lt;br /&gt;
&lt;br /&gt;
Speeds many tasks undertaken by a dwarf, including movement, combat, digging.  (Does'' not'' speed &amp;quot;workshop&amp;quot; related tasks.{{verify}})&lt;br /&gt;
&lt;br /&gt;
The levels of agility are:&lt;br /&gt;
*(No indicator - base agility) --  speed 1000&lt;br /&gt;
*Agile -- speed 1098&lt;br /&gt;
*Very Agile -- speed 1219&lt;br /&gt;
*Extremely Agile -- speed 1369&lt;br /&gt;
*Unbelievably Agile -- speed 1562&lt;br /&gt;
*Perfectly Agile -- speed 1818&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;speed&amp;quot; values are what is shown in [[Adventure Mode]].  If you choose to modify the game to make dwarves faster, you must use numbers lower than 1000 (e.g., [SPEED:700]) in [[creature_standard.txt]].  See [[speed]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Tough ===&lt;br /&gt;
&lt;br /&gt;
Makes a dwarf both harder to injure and capable of making more combat moves before getting tired.  Also increases the time before a dwarf succumbs to thirst, hunger, suffocation, and drowning. Reduces the chance of falling unconscious due to pain.  Also seems to decrease the amount of bedrest needed to heal from wounds.&lt;br /&gt;
&lt;br /&gt;
The levels of toughness are:&lt;br /&gt;
* (No indicator - base toughness)&lt;br /&gt;
* Tough&lt;br /&gt;
* Very Tough&lt;br /&gt;
* Extremely Tough&lt;br /&gt;
* Unbelievably Tough&lt;br /&gt;
* Superdwarvenly Tough&lt;br /&gt;
&lt;br /&gt;
Races other than dwarves will have different race-appropriate descriptors for the top toughness level (Superhumanly, Superelvenly, or Supergoblinly).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
Attribute increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
The specific attribute gained is selected randomly, and specific skills have no relationship to which attributes are gained - any skill can bestow any attribute equally.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
There are several good guides at how to quickly level up your [[dwarves]] in the military section, most notably the [[Sparring]] article and the [[Cross-training]] article.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This presumably keeps going, following the formula: Y=1750X+250X&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (Experience needed = 1750*level + 250*level squared) &lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=62500</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=62500"/>
		<updated>2010-02-05T17:13:58Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* Door strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnace]]), or [[metal]] (at a [[metalsmith's forge]] - requires three bars). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}. A gem door, which can only be created by a [[strange mood]], uses the symbol {{Raw Tile|☼|#ccc|#000}}.&lt;br /&gt;
&lt;br /&gt;
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the &amp;quot;value&amp;quot; of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.&lt;br /&gt;
&lt;br /&gt;
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.&lt;br /&gt;
&lt;br /&gt;
Doors may be hooked up to a [[lever]], in which case they will operate like a [[floodgate]] without any delay.&lt;br /&gt;
&lt;br /&gt;
== Door settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A door set to external functions as a [[wall]] when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== Placing doors ==&lt;br /&gt;
&lt;br /&gt;
After constructing a door at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture. Doors can now be placed on any open square directly adjacent to a wall - doors cannot be placed diagonally adjacent to walls.  Other doors and [[statue]]s do not count as walls for door-building purposes.   &lt;br /&gt;
&lt;br /&gt;
====Free-standing doors====&lt;br /&gt;
It may be considered a bug or an exploit, but a door can be placed where no walls exist. It requires a constructed (not &amp;quot;natural&amp;quot;) wall to be adjacent to the location, then the door placed, then the constructed wall can be removed. ({{k|d}}, {{k|n}}.)  &lt;br /&gt;
&lt;br /&gt;
In this manner a line of doors can be built across a hallway wider than 2 tiles, or even into an entire &amp;quot;wall&amp;quot; of doors.  If in a line of doors, a &amp;quot;free standing&amp;quot; door can be treated as any other door - locked, linked to a [[trigger]], etc.  (A lone freestanding door cannot be locked - not that there is much point in doing so.)&lt;br /&gt;
&lt;br /&gt;
If a natural wall is adjacent, even diagonally, and then later removed, the &amp;quot;free-standing&amp;quot; door will collapse if it has no other walls to support it.&lt;br /&gt;
&lt;br /&gt;
Note that doors block the movement of [[wagon]]s, even in a 3 tile wide corridor; if a Dwarven or Human [[caravan]] arrives and your [[trade depot]]s are behind doors one of two things will happen to any wagons: 1) If the doors are unlinked, the wagons will proceed to the doors and then stop.{{verify}} If the doors are then deconstructed, the wagons will continue with only time lost.{{verify}}  2) If the doors are linked (to a lever or pressure plate), even in the &amp;quot;open&amp;quot; state, wagons will not sense any [[path]] and will not enter the map (with the usual [[announcement]] about &amp;quot;bypassing your inaccessible site&amp;quot;), but any pack animals and caravan guards attached to them will proceed as normal.&lt;br /&gt;
&lt;br /&gt;
== Doors and constructions ==&lt;br /&gt;
&lt;br /&gt;
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &amp;amp;ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.&lt;br /&gt;
&lt;br /&gt;
== Door strength ==&lt;br /&gt;
&lt;br /&gt;
Creatures with the [[building destroyer]] tag can destroy doors. All doors. There are no exceptions. &amp;lt;small&amp;gt;Run.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Conversely, ''any'' door is completely invulnerable to anything that isn't a [[building destroyer]]. Therefore, a glass portal can stop an Elite Hammergoblin.)&lt;br /&gt;
&lt;br /&gt;
==Doors ajar==&lt;br /&gt;
Sometimes [[dwarves]] will leave items in doors, propping them open. Having a door open when it should be closed can lead to all sorts of [[fun]] with [[water]], [[magma]] and hostile [[creatures]]. It is also impossible for a door to be forbidden or &amp;quot;tightly closed&amp;quot; while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door.  This decreases the likelihood that both doors will be jammed.&lt;br /&gt;
&lt;br /&gt;
To remove an item from a doorway designate a [[garbage dump]] (preferably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labor enabled will come along and shift it.&lt;br /&gt;
&lt;br /&gt;
Note that if a [[thief]] (specifically, a creature capable of picking locks) passes through a door, the door will be marked as &amp;quot;taken by invaders&amp;quot; - you will need one of your dwarves to walk through it before you can lock it again. The easiest way to do this is station a military squad so that it passes through the door.&lt;br /&gt;
&lt;br /&gt;
If you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the area by dismantling the door and rebuilding it. Dwarves always clear the area when they build things. Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. Reconstruct the door in the same way as building a new one.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grass&amp;diff=62473</id>
		<title>40d:Grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grass&amp;diff=62473"/>
		<updated>2010-02-05T01:45:35Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Grass''' is a naturally occuring [[map tile]] found commonly across the surface of the world in [[temperate]] [[biome]]s. It is usually green, and found on top of [[soil]] types such as [[soil|clay loam]]; even if you excavate the tile (using a [[channel]]). Grass apparently grows quickly and indicates that a [[tree]] might grow there, as opposed to tiles like [[loam]] which don't support trees. Dwarves walking over it will easily turn it to whatever tile the soil is made of. It will grow on any type of soil as long as the tile is considered &amp;quot;outside&amp;quot;. Grass can catch [[fire]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=53988</id>
		<title>40d Talk:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=53988"/>
		<updated>2009-10-06T01:32:10Z</updated>

		<summary type="html">&lt;p&gt;Riom13: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would suggest changing the region numbers to 101-107 etc, as they're unlikely to be already used, and most pregen maps (packs and non-packs) are unlikely to ever use that range either. --[[User:N9103|Edward]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Simple, I want a description of what the symbols on the map mean. eg, what does &amp;quot;#&amp;quot; stand for?&lt;br /&gt;
&lt;br /&gt;
::At the bottom of the article you'll see a set of links to other Overworld related pages. [[Map_legend]] is the one you're looking for. --[[User:Janus|Janus]] 03:17, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has &amp;quot;ad&amp;quot; in the URL, and you are using AdBlock.&lt;br /&gt;
:Thank you, anonymous. :)&lt;br /&gt;
&lt;br /&gt;
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 1&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 2&lt;br /&gt;
&lt;br /&gt;
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole &amp;quot;C:\df\whatever&amp;quot; tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just tried this without the &amp;quot;start /wait&amp;quot; part, and it didn't work for me (Win XP SP1) - it generates only one map, then stops. Leave the code as it is.--[[User:Siliziumleben|Siliziumleben]] 21:32, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Like it more this way. If you'll have any problems with 'wait's, just add it.--[[User:Dorten|Dorten]] 01:42, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
seeds define the world that is generated; unless you want a world that somebody else has generated, then using the 'random seed' option will give you a more-or-less random map, (don't be confused by all the pseudorandom stuff, it's random enough -_-) well, I doubt anybody has a list of pregenerated worlds and their seeds, but I think it'd be better to create your own. There'll be areas with low difficulty and areas with high difficulty, so there's no problem there.&lt;br /&gt;
[[User:Jc100|Jc100]] 06:18, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On random seeds... It is very difficult to make a number that is truly random on a computer.  Instead of doing something like hooking up a Geiger counter and a source[http://www.imagesco.com/geiger/geiger-counter-kits.html#rngad] to generate a pseudo random number, you pick a starting point - a seed.  You can run this number through a function[http://en.wikipedia.org/wiki/Mersenne_twister] and get another number.  This new number is returned and used in the next iteration.  This is a pseudo random number sequence[http://en.wikipedia.org/wiki/Pseudorandom_number_generator].  One of the things that is useful about a pseudo random number sequence is that it is deterministic - if you start with the same seed, you will get the same random numbers.  Thus, when you use the seed someone has provided, you will get the same world generated. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Image:Pocket example.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
With v0.27.176.38c, in world generation you can now select the size of the world.  For example - a pocket world (above) - thats it, thats the whole thing. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
:On the topic of updating this, I've gone through and done so. We might need a new page for all the advanced options, though. [[User:Masterful|Masterful]] 03:26, 15 July 2008 (EST) &lt;br /&gt;
:Yeh this page needs some updating for v0.27.176.38c. What seed did you use to generate that Shagie? All pocket worlds I generate have 10,000's of rejects and I give up. [[User:Yvain|Yvain]] 03:07, 21 March 2008 (EDT)&lt;br /&gt;
::Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:52, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What do they mean ==&lt;br /&gt;
&lt;br /&gt;
What do the options mean specifically? How does percentage of beasts dead before stoppage effect my game world, how does changing the elevation by 1 or 10 or 100 effect the generation process. What do I do to get more rivers or less mountains. Something more detailed than taking a dictionary to a screen would be helpful. Consider that new gamers who know nothing about anything related except Tolkien might be looking at this and trying to figure it out. What versions brought in what features? Etc.&lt;br /&gt;
Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who is Toady referencing in the interview? ==&lt;br /&gt;
&lt;br /&gt;
I think there's an ever so slight possibility that he means me. I'm...not sure though, and it's not likely, but it feels nice to know there's a possibility.&lt;br /&gt;
&lt;br /&gt;
 At its most complex, running Dwarf Fortress is like having an ant farm. You look in, and these little bearded guys are roaming all around, each with his own agenda. It's fascinating to watch for its own sake.&lt;br /&gt;
 &lt;br /&gt;
 TA: Somebody modded their dwarves into antmen [laughs]. I even have a few people that went as far as donating, and they don't even play. They just like to check out the stories.&lt;br /&gt;
&lt;br /&gt;
I wonder...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disadvantages? ==&lt;br /&gt;
Are there disadvantages or even any effects of picking a smaller size world? what does it mean that world history is shorter? --[[User:Confused|Confused]] 02:00, 23 June 2009 (UTC)&lt;br /&gt;
: Smaller world means less special spots, less spots to choose on embark. Less civilization, etc. If you play in adventure mode, you will have less place to visit too. For the History... I don't know. --[[User:Karl|Karl]] 02:07, 23 June 2009 (UTC)&lt;br /&gt;
::Quick answer :) So.. less civ - that might influence immigrants and invaders? and you might have less dwarf civs to pick from.. --[[User:Confused|Confused]] 02:13, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Here's an intresting example of what you can do with by editing files. Not created by me but by Eduren on the Cracked forums.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:VULCN]&lt;br /&gt;
	[DIM:129:257]&lt;br /&gt;
	[END_YEAR:1500]&lt;br /&gt;
	[BEAST_END_YEAR:400:70]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:1:400:401:800]&lt;br /&gt;
	[RAINFALL:0:100:200:400]&lt;br /&gt;
	[TEMPERATURE:25:75:200:400]&lt;br /&gt;
	[DRAINAGE:0:100:200:400]&lt;br /&gt;
	[VOLCANISM:35:100:200:400]&lt;br /&gt;
	[SAVAGERY:0:100:200:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:50:501:1003]&lt;br /&gt;
	[EVIL_SQ_COUNTS:50:501:1003]&lt;br /&gt;
	[PEAK_NUMBER_MIN:25]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:12]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:518:3:3]&lt;br /&gt;
	[REGION_COUNTS:DESERT:518:3:3]&lt;br /&gt;
	[REGION_COUNTS:FOREST:2072:6:6]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:4144:4:4]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:4144:3:3]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:4144:6:6]&lt;br /&gt;
	[REGION_COUNTS:HILLS:4144:6:6]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:200:200]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:115]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:20]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:4144:8288:4144]&lt;br /&gt;
	[RAIN_RANGES:4144:8288:4144]&lt;br /&gt;
	[DRAINAGE_RANGES:4144:8288:4144]&lt;br /&gt;
	[SAVAGERY_RANGES:4144:8288:4144]&lt;br /&gt;
	[VOLCANISM_RANGES:4144:8288:4144]&amp;lt;/pre&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incase you can tell its a world with more volcaninc activity for all you magma overating whores. Anyways add this to the ened of your data\init\world_gen.txt. Then to create new world with parameters, then go to VULCN and it will rejecft a few 100 worlds before showing and error message. Press ignore this problem even if I end up with a legends only world! Thats all have fun with your magmas :D &lt;br /&gt;
&lt;br /&gt;
Feel free to post anymore examples.&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=53984</id>
		<title>40d Talk:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=53984"/>
		<updated>2009-10-06T01:22:04Z</updated>

		<summary type="html">&lt;p&gt;Riom13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would suggest changing the region numbers to 101-107 etc, as they're unlikely to be already used, and most pregen maps (packs and non-packs) are unlikely to ever use that range either. --[[User:N9103|Edward]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Simple, I want a description of what the symbols on the map mean. eg, what does &amp;quot;#&amp;quot; stand for?&lt;br /&gt;
&lt;br /&gt;
::At the bottom of the article you'll see a set of links to other Overworld related pages. [[Map_legend]] is the one you're looking for. --[[User:Janus|Janus]] 03:17, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has &amp;quot;ad&amp;quot; in the URL, and you are using AdBlock.&lt;br /&gt;
:Thank you, anonymous. :)&lt;br /&gt;
&lt;br /&gt;
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 1&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 2&lt;br /&gt;
&lt;br /&gt;
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole &amp;quot;C:\df\whatever&amp;quot; tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just tried this without the &amp;quot;start /wait&amp;quot; part, and it didn't work for me (Win XP SP1) - it generates only one map, then stops. Leave the code as it is.--[[User:Siliziumleben|Siliziumleben]] 21:32, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Like it more this way. If you'll have any problems with 'wait's, just add it.--[[User:Dorten|Dorten]] 01:42, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
seeds define the world that is generated; unless you want a world that somebody else has generated, then using the 'random seed' option will give you a more-or-less random map, (don't be confused by all the pseudorandom stuff, it's random enough -_-) well, I doubt anybody has a list of pregenerated worlds and their seeds, but I think it'd be better to create your own. There'll be areas with low difficulty and areas with high difficulty, so there's no problem there.&lt;br /&gt;
[[User:Jc100|Jc100]] 06:18, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On random seeds... It is very difficult to make a number that is truly random on a computer.  Instead of doing something like hooking up a Geiger counter and a source[http://www.imagesco.com/geiger/geiger-counter-kits.html#rngad] to generate a pseudo random number, you pick a starting point - a seed.  You can run this number through a function[http://en.wikipedia.org/wiki/Mersenne_twister] and get another number.  This new number is returned and used in the next iteration.  This is a pseudo random number sequence[http://en.wikipedia.org/wiki/Pseudorandom_number_generator].  One of the things that is useful about a pseudo random number sequence is that it is deterministic - if you start with the same seed, you will get the same random numbers.  Thus, when you use the seed someone has provided, you will get the same world generated. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Image:Pocket example.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
With v0.27.176.38c, in world generation you can now select the size of the world.  For example - a pocket world (above) - thats it, thats the whole thing. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
:On the topic of updating this, I've gone through and done so. We might need a new page for all the advanced options, though. [[User:Masterful|Masterful]] 03:26, 15 July 2008 (EST) &lt;br /&gt;
:Yeh this page needs some updating for v0.27.176.38c. What seed did you use to generate that Shagie? All pocket worlds I generate have 10,000's of rejects and I give up. [[User:Yvain|Yvain]] 03:07, 21 March 2008 (EDT)&lt;br /&gt;
::Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:52, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What do they mean ==&lt;br /&gt;
&lt;br /&gt;
What do the options mean specifically? How does percentage of beasts dead before stoppage effect my game world, how does changing the elevation by 1 or 10 or 100 effect the generation process. What do I do to get more rivers or less mountains. Something more detailed than taking a dictionary to a screen would be helpful. Consider that new gamers who know nothing about anything related except Tolkien might be looking at this and trying to figure it out. What versions brought in what features? Etc.&lt;br /&gt;
Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who is Toady referencing in the interview? ==&lt;br /&gt;
&lt;br /&gt;
I think there's an ever so slight possibility that he means me. I'm...not sure though, and it's not likely, but it feels nice to know there's a possibility.&lt;br /&gt;
&lt;br /&gt;
 At its most complex, running Dwarf Fortress is like having an ant farm. You look in, and these little bearded guys are roaming all around, each with his own agenda. It's fascinating to watch for its own sake.&lt;br /&gt;
 &lt;br /&gt;
 TA: Somebody modded their dwarves into antmen [laughs]. I even have a few people that went as far as donating, and they don't even play. They just like to check out the stories.&lt;br /&gt;
&lt;br /&gt;
I wonder...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disadvantages? ==&lt;br /&gt;
Are there disadvantages or even any effects of picking a smaller size world? what does it mean that world history is shorter? --[[User:Confused|Confused]] 02:00, 23 June 2009 (UTC)&lt;br /&gt;
: Smaller world means less special spots, less spots to choose on embark. Less civilization, etc. If you play in adventure mode, you will have less place to visit too. For the History... I don't know. --[[User:Karl|Karl]] 02:07, 23 June 2009 (UTC)&lt;br /&gt;
::Quick answer :) So.. less civ - that might influence immigrants and invaders? and you might have less dwarf civs to pick from.. --[[User:Confused|Confused]] 02:13, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Here's an intresting example of what you can do with by editing files. Not created by me but by Eduren on the Cracked forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
[TITLE:VULCN]&lt;br /&gt;
[DIM:129:257]&lt;br /&gt;
[END_YEAR:1500]&lt;br /&gt;
[BEAST_END_YEAR:400:70]&lt;br /&gt;
[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:1:400:401:800]&lt;br /&gt;
	[RAINFALL:0:100:200:400]&lt;br /&gt;
	[TEMPERATURE:25:75:200:400]&lt;br /&gt;
	[DRAINAGE:0:100:200:400]&lt;br /&gt;
	[VOLCANISM:35:100:200:400]&lt;br /&gt;
	[SAVAGERY:0:100:200:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:50:501:1003]&lt;br /&gt;
	[EVIL_SQ_COUNTS:50:501:1003]&lt;br /&gt;
	[PEAK_NUMBER_MIN:25]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:12]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:518:3:3]&lt;br /&gt;
	[REGION_COUNTS:DESERT:518:3:3]&lt;br /&gt;
	[REGION_COUNTS:FOREST:2072:6:6]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:4144:4:4]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:4144:3:3]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:4144:6:6]&lt;br /&gt;
	[REGION_COUNTS:HILLS:4144:6:6]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:200:200]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:115]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:20]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:4144:8288:4144]&lt;br /&gt;
	[RAIN_RANGES:4144:8288:4144]&lt;br /&gt;
	[DRAINAGE_RANGES:4144:8288:4144]&lt;br /&gt;
	[SAVAGERY_RANGES:4144:8288:4144]&lt;br /&gt;
	[VOLCANISM_RANGES:4144:8288:4144]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Incase you can tell its a world with more volcaninc activity for all you magma overating whores. Anyways add this to the ened of your data\init\world_gen.txt. Then to create new world with parameters, then go to VULCN and it will rejecft a few 100 worlds before showing and error message. Press ignore this problem even if I end up with a legends only world! Thats all have fun with your magmas :D &lt;br /&gt;
&lt;br /&gt;
Feel free to post anymore examples.&lt;/div&gt;</summary>
		<author><name>Riom13</name></author>
	</entry>
</feed>