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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rkyeun</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rkyeun"/>
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	<updated>2026-04-06T18:53:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fortification&amp;diff=178687</id>
		<title>v0.34 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fortification&amp;diff=178687"/>
		<updated>2012-11-13T21:19:04Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Question about fortifications.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If a creature falls into a fortification from the top, is it stuck or can it leave? [[User:Rkyeun|Rkyeun]] 21:19, 13 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hatch_cover&amp;diff=153835</id>
		<title>v0.31 Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hatch_cover&amp;diff=153835"/>
		<updated>2011-10-25T11:17:30Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Nevermind. I'm retarded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Building destroyers'''&lt;br /&gt;
&lt;br /&gt;
Hatch covers seem to no longer stop building destroyers attacking from below. I just had a locked hatch cover destroyed by a Titan from the bottom of the stairway one Z-level down.&lt;br /&gt;
&lt;br /&gt;
What about attacks from above? [[Special:Contributions/98.181.12.207|98.181.12.207]]&lt;br /&gt;
&lt;br /&gt;
:It seems the above observation was posted in August of 2010. Is anyone able to confirm whether this can happen in version 0.31.25 or later? Last I heard locked hatches were still immune to building destroyers from below. If they're not, then a lot of folks are wrong and designing defenses against building destroyers just became a lot more challenging... --[[User:Thundercraft|Thundercraft]] 20:10, 30 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing hatch covers ==&lt;br /&gt;
&lt;br /&gt;
When you remove a hatch cover, the dwarves seem not to check if some other dwarves is standing on top. I just had a dwarf dying in my to-be-created well because of this. Should this be mentioned on the article page, or is this rather obvious come to think of it? [[User:Qwertyu|Qwertyu]] 13:46, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spring flood ==&lt;br /&gt;
&lt;br /&gt;
I noticed that spring flood (when ice (espetially newly formed, or transported) melts) seem to simply wash away or destroy your hatch.&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hatch_cover&amp;diff=153834</id>
		<title>v0.31 Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hatch_cover&amp;diff=153834"/>
		<updated>2011-10-25T10:58:05Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Building destroyers'''&lt;br /&gt;
&lt;br /&gt;
Hatch covers seem to no longer stop building destroyers attacking from below. I just had a locked hatch cover destroyed by a Titan from the bottom of the stairway one Z-level down.&lt;br /&gt;
&lt;br /&gt;
What about attacks from above? [[Special:Contributions/98.181.12.207|98.181.12.207]]&lt;br /&gt;
&lt;br /&gt;
:It seems the above observation was posted in August of 2010. Is anyone able to confirm whether this can happen in version 0.31.25 or later? Last I heard locked hatches were still immune to building destroyers from below. If they're not, then a lot of folks are wrong and designing defenses against building destroyers just became a lot more challenging... --[[User:Thundercraft|Thundercraft]] 20:10, 30 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing hatch covers ==&lt;br /&gt;
&lt;br /&gt;
When you remove a hatch cover, the dwarves seem not to check if some other dwarves is standing on top. I just had a dwarf dying in my to-be-created well because of this. Should this be mentioned on the article page, or is this rather obvious come to think of it? [[User:Qwertyu|Qwertyu]] 13:46, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spring flood ==&lt;br /&gt;
&lt;br /&gt;
I noticed that spring flood (when ice (espetially newly formed, or transported) melts) seem to simply wash away or destroy your hatch.&lt;br /&gt;
&lt;br /&gt;
== Can't lock them? ==&lt;br /&gt;
I had a workshop on the same level as a downstair with a hatch cover. I locked the hatch cover to keep the dwarf failing at an artifact safely inside. But when he went insane he just walked straight through and started murdering everyone. How do I actually stop people from going through those hatches? [[User:Rkyeun|Rkyeun]] 10:58, 25 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stairs&amp;diff=153818</id>
		<title>v0.31 Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stairs&amp;diff=153818"/>
		<updated>2011-10-24T04:34:32Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Falling clarification?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Carving Staircases from Below==&lt;br /&gt;
At the moment, dwarves cannot carve staircases from below. they can only carve staircases into tiles beside or directly below themselves. So if your miners get stuck in a hole, while they may be able to carve the up staircase, they won't be able to carve the necessary down staircase on the z-level above, and thus they will still be stuck. This means ramps are, under certain circumstances, a more effective and safer method of moving between z-levels. (Decreases the chance of a dwarf getting himself stuck on a z-level) I just learned this digging out my first new fortress, and had a HELL of a time getting my dwarves out of the main stairway, when they dug ahead of the design and left unfinished pieces, trapping them. Now I have all these ugly staircases and ramps going all over the place. --Kydo 07:12, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is this a feature or a bug? [[User:Daniel|Daniel]] 03:17, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Preeeety sure it's a bug, considering the update seems to have reversed it. --Kydo 04:12, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Construct Staircases from Above==&lt;br /&gt;
I heard that Toady was going to allow construction of stairs down into open space, such as for climbing down into a cavern through the roof... is that what ended up happening?--[[Special:Contributions/18.85.4.150|18.85.4.150]] 03:07, 27 September 2010 (UTC)&lt;br /&gt;
:Yes. --[[User:Quietust|Quietust]] 13:09, 27 September 2010 (UTC)&lt;br /&gt;
::But it seems that ''deconstructing'' an up staircase still requires the dwarf to stand on the up staircase tile itself, which means a nasty fall when the deconstruction succeeds. And a nasty fall into no-longer-reachable territory, at that. --[[Special:Contributions/68.6.47.27|68.6.47.27]] 20:40, 9 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Movement on Stairs==&lt;br /&gt;
Does it take the same amount of times for a dwarf to travel up a z level using stairs/ramps as it does for him to move horizontally?  If so then it makes much more sense to build across z levels for traffic alleviation purposes.[[User:Rembrandtq|Rembrandtq]] 22:56, 28 December 2010 (UTC)&lt;br /&gt;
:Stairs cost one &amp;quot;move&amp;quot; to go up or down.  Ramps cost one &amp;quot;move&amp;quot; to go from &amp;quot;on the ramp&amp;quot; to &amp;quot;at the top of the ramp&amp;quot;.  So a dwarf crossing a ramp will move two spaces for the price of one - but not necessarily in the right direction.&lt;br /&gt;
:As to the rest of your comment, I don't understand.  Are you trying to say that using '''multiple''' z-levels is good, or using a '''single''' z-level is good? --[[User:DeMatt|DeMatt]] 08:08, 29 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Falling through Stairs==&lt;br /&gt;
What causes a creature on stairs to start falling? Does getting knocked unconscious knock a creature down stairs, or do you have to already be falling when you drop into a stair tile to keep going? Do you fall through up/down stairs, through up stairs, or just through down stairs? [[User:Rkyeun|Rkyeun]] 04:34, 24 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Spore_tree&amp;diff=118825</id>
		<title>v0.31 Talk:Spore tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Spore_tree&amp;diff=118825"/>
		<updated>2010-06-17T00:03:11Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: To Eskastar!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Finally! A tree suitable for the beds in Eskastar! No longer do I have to mod dogs to itemcorpse clear glass beds! MWAHAHAHA, My OCD is nearly complete!&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=116186</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=116186"/>
		<updated>2010-05-31T16:41:26Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cusion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=83329</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=83329"/>
		<updated>2010-04-05T04:44:30Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: water cushions falls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29022</id>
		<title>User:Rkyeun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29022"/>
		<updated>2009-09-14T07:22:43Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;!!me heart!!&lt;br /&gt;
!!me soul!!&lt;br /&gt;
feeling hot, hot, hot&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26611</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26611"/>
		<updated>2009-08-12T15:32:44Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: /* elf king?! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
 :: is there a screen that displays the value of roads? --[[User:Loganis|Loganis]] 16:34, 6 August 2009 (UTC)&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
:::I was coming here to question whether the king comes with a spouse if he comes through mining adamantine. I've got an adamantine king coming soon, so maybe he'll bring one. If not, well, more testing... [[User:Shardok|Shardok]] 03:51, 6 August 2009 (UTC)&lt;br /&gt;
::::He came without a spouse. However, turns out his spouse was dead. [[User:Shardok|Shardok]] 06:11, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
::What pop did you have when it happened? I am at 219 and wondering if the king would show up... All reqs met. --[[User:Alpha|Alpha]] 19:57, 16 February 2009 (EST)&lt;br /&gt;
:::Nevermind the last one, the King did come after a season or two at 220 pop. --[[User:Alpha|Alpha]] 17:52, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
(40d) I note that sometimes when I get an immigrating military dwarf they get stuck at the tile on the edge of the map where they enter and prevent other immigrants from arriving. Stationing them or adding them to an existing squad seems to do the trick. It's possible once the dwarf's idle immigrant status goes away they'll stop standing there. [[User:Iucounu|Iucounu]] 16:43, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.--[[User:Katieness|Katieness]] 20:44, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Still trading with previous mountainhome==&lt;br /&gt;
&lt;br /&gt;
I got my queen and I still receive trades from the dwarfs.  Is this a bug?  I did notice that there wasn't a liaison with them this time. 40d --[[User:Kwieland|Kwieland]] 09:10, 23 February 2009 (EST)&lt;br /&gt;
:I think it's probably deliberate.  The new mountainhome would certainly be trading with ''somebody'' (getting stuff from the provinces, as it were), and the old mountainhome would be the next-biggest city of that civ.  So it makes sense that the game would be made to do that. The liason bit, I have no idea though. --[[User:LegacyCWAL|LegacyCWAL]] 13:31, 23 February 2009 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt; I added a verify tag to the statement that the &amp;quot;old&amp;quot; mountain home will no longer trade with you.  I do trade with the previous mountain home, but to date (5 game years) I don't get a liason so I can not request what they bring.  They have brought stuff almost like the elves, lots of fabric.--[[User:Kwieland|Kwieland]] 16:37, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Civilisation with no king==&lt;br /&gt;
On the embark screen, I selected a civilisation that actually has no monarch (on the {{K|c}} screen, the highest-ranked noble is a Mayor). Will I still get a king if the Mountainhome doesn't have one to provide? [[User:Aosher|Aosher]] 09:24, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Having struck Adamantine, no king has materialised. I think it's safe to assume than none is forthcoming. [[User:Aosher|Aosher]] 08:34, 20 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
When i became duchy my road value was instantly at 3000 (of 7500 demanded) for 2 short road pieces i made for the traders. Since then i improved substantially (like 3 times) on that road, but the value..trickles only a bit (3354 now).&lt;br /&gt;
&lt;br /&gt;
What else does count into roads? What roads should i build best? --[[User:Confused|Confused]] 00:31, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am pretty sure only roads count.  I never have had the problem you are describing.  You can make single tile roads of stone, or use blocks, or even use a really expensive (say [[platinum]]) [[block]]s to make roads.  Don't worry, you can always deconstruct them later.  You might also be seeing the delay.  Remember, trade values only go up once they have been reported.  I'm not sure if the roads are the same way.  Meaning, a diplomat or something has to come and leave before the values change.  I don't have DF in front of me, but it would be easy to check and see if the value changed right away or if it was delayed.--[[User:Kwieland|Kwieland]] 01:27, 28 June 2009 (UTC)&lt;br /&gt;
::Road value increases the instant construction on the road is completed. If you've managed to capture a dragon, making its fat into soap and using said soap to build a few tiles of road will probably do the trick very quickly. --[[User:Quietust|Quietust]] 14:01, 8 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== elf king?! ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am going to add to the article but first I will describe what happened in my game.&lt;br /&gt;
For some reason (presumably war?) my civ's nobles are elves.&lt;br /&gt;
My king arrived and he is an Elf King.  His advisor is an Elf Advisor.  They show up on the unit list as &amp;quot;Friendly&amp;quot; but are hanging out at the edge of the map.  The do not show up in my nobles list and I cannot assign rooms to them or anything like that.  Anyway, what does this all mean?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 11:44, 21 July 2009 (UTC)&lt;br /&gt;
:You probably edited some raws that changed some stuff that made the normal kind appear as an Elf King.  If I remember correctly, Elves do not have kings, but druids--[[User:CrazyMcfobo|CrazyMcfobo]] 07:37, 6 August 2009 (UTC)&lt;br /&gt;
::Well, the article does state that you can have kings from another race. And chances are that this &amp;quot;Elf king&amp;quot; is an elf that rose to the rank of king of the Dwarves. Of course, only a sissy dwarf would ever recognize that king as the real king. Now go and kill him so you get a better king instead! [[User:Shardok|Shardok]] 19:49, 6 August 2009 (UTC)&lt;br /&gt;
:::I'm the one who edited the article to include information about non-dwarven kings... but I added the above comment just so people looking at the log would know what prompted me to add the information.  And no, I did not edit the raws in any way.  I am a total vanilla purist at the moment.  I've suspended the game until I get around to taking screen shots or... doing SOMETHING with it.  And as far as titles, the titles for a noble are dependent on the civilization and not the race.  I think the reason all my other nobles were dwarves and not elves is because I believe they get spawned on demand (as opposed to getting created during world generation) and when they get spawned, they are created according the default race of their civilization.  I could be totally wrong, but I doubt it.  If dwarven immigrants (including nobles) weren't created from thin air, then it should be possible for a player to do something crazy like deplete a civilization 7 dwarves at a time by embarking in the artic and getting killed by polar bears.  Eventually, that civ wouldn't have 7 dwarves left to start a new outpost.  Crazy.  But probably not the case.  Anyway, to get back on track, the King would be an exception since we know about him (and some other NPC's) from world generation and from the civilization screen.--[[User:Jpwrunyan|Jpwrunyan]] 10:44, 8 August 2009 (UTC)&lt;br /&gt;
:Just use tile edit to drop 1/7 lava on him, and then when he's gone remove it. Get a dwarf king that works in the next wave. [[User:Rkyeun|Rkyeun]] 15:32, 12 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4162</id>
		<title>40d Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4162"/>
		<updated>2009-07-20T17:12:03Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can be made from wood at the carpenter's shop too&lt;br /&gt;
&lt;br /&gt;
This should be merged with the other [[Hatch Cover]] topic - I didn't realise this one existed already as I was working from the [[Furniture]] category. [[User:Matryx|Matryx]] 04:45, 5 November 2007 (EST)&lt;br /&gt;
: Done.  See [[DwarfFortressWiki:Community_Portal|Rule P]]. Old topic seemed to be a stub and is archived here:&amp;lt;blockquote&amp;gt;Constructed from [[stone]] (and perhaps other materials) at the [[Mason's workshop]].  Used to build a [[Floor Hatch|floor hatch]].&amp;lt;/blockquote&amp;gt; --[[User:Mechturk|Mechturk]] 05:10, 5 November 2007 (EST)&lt;br /&gt;
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== Cleaning up ==&lt;br /&gt;
&lt;br /&gt;
I think this article should be merged with [[floor hatch]] into a single '''Hatch''' one (a bit like [[door]]). Currently, '''Hatch''' redirects to [[floor hatch]].--[[User:Aykavil|Aykavil]] 07:26, 18 July 2008 (EDT)&lt;br /&gt;
:I've merged everything to ''here'', perhaps an admin can move to [[Hatch]] rather than cutting and pasting to there. [[User:Marasmusine|Marasmusine]] 06:29, 7 August 2008 (EDT)&lt;br /&gt;
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== Destroyable? ==&lt;br /&gt;
&lt;br /&gt;
Can floor hatches be destroyed? I'm assuming not, but will my otherwise nigh-impervious tower be destroyed if a dragon comes to town?&lt;br /&gt;
&lt;br /&gt;
[[User:Erathoniel|Erathoniel]] 18:17, 12 October 2008 (EDT)&lt;br /&gt;
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== Not Trap Doors ==&lt;br /&gt;
One cannot make trap doors out of wall hatches since the pressure plate cannot be on the same tile.  One could build a collapsing floor trap with [[support|supports]], but hatches wouldn't work.&lt;br /&gt;
&lt;br /&gt;
:Hey, who said that trap floors have to be for 1 unit? I dunno about you, but having a hall full of hatches that trigger when you reach near the end sounds pretty entertaining... Having 10 goblins simultaneously fall into a pit of lava below... Haha.&lt;br /&gt;
&lt;br /&gt;
==Inside/Outside?==&lt;br /&gt;
Can hatches be used to toggle an area between &amp;quot;outside/inside&amp;quot;? [[User:Sharp|Sharp]] 14:45, 31 January 2009 (EST)&lt;br /&gt;
:No.  They cannot. --[[User:Zchris13|Zchris13]] 21:36, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Item Token==&lt;br /&gt;
Maybe I'm retarded and missed it. What's the item token for making hatch covers? [[User:Rkyeun|Rkyeun]] 17:12, 20 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rkyeun&amp;diff=41887</id>
		<title>User talk:Rkyeun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rkyeun&amp;diff=41887"/>
		<updated>2009-07-17T15:20:30Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Blanked my own outdated page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29021</id>
		<title>User:Rkyeun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29021"/>
		<updated>2009-07-17T15:20:07Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Blanked my own outdated page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11316</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11316"/>
		<updated>2009-07-13T01:51:06Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
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&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:Magmaproof is not the same as fireproof. Buildings that work WITH magma need to be fireproof. Rocks and iron are fireproof. Wood is not. Buildings that are going IN the magma, such as floodgates, their mechanisms, and pumps need to be magmaproof materials such as steel and bauxite. [[User:Rkyeun|Rkyeun]] 01:51, 13 July 2009 (UTC)&lt;br /&gt;
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If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
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On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
:::Turning on the &amp;quot;see magma pools and pipes&amp;quot; option in the init file would be a great help for trouble shooting on this topic.--[[User:Zchris13|Zchris13]] 12:44, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
::::Magma pipes are not 'necessarily' part of a mountain, while volcanoes make a mountain around them during world gen.  Comes down to a number game.  Volcanoes have a magma number of 100, while pipes have a number between 99 and some lower value.--[[User:Zchris13|Zchris13]] 12:48, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
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Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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::It also makes sure water stays heated; a friend of mine keeps magma under a few of his natural pools to make sure they stay thawed during the cold winter months (all but the middle summer month!) --Gotthard 17:45, 12 July 2009 (UTC)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
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I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
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&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
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I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortification]]s. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification]]s allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
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:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
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:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
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:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
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:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
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:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
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::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
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== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
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:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
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:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
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::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
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--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
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I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
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:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
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In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== Regarding Boatmurdered ==&lt;br /&gt;
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I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
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:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
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== No little errors ==&lt;br /&gt;
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I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temperature setting ==&lt;br /&gt;
&lt;br /&gt;
While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Site finder==&lt;br /&gt;
&lt;br /&gt;
Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma-swimming Baby ==&lt;br /&gt;
&lt;br /&gt;
For some reason, someone has dropped their baby into the magma. The strange thing is, it aint burning up. Its lying there, and apparently has done so for a long time. Its hungry and thirsty. --[[User:Myroc|Myroc]] 15:26, 21 February 2009 (EST)&lt;br /&gt;
:I once had a mother get trapped behind a magma bulkhead with her baby. She died promptly. The baby just sorta sat in the magma flow for about a year before it died too. [[User:HeWhoIsPale|HeWhoIsPale]] 16:40, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spawn Distance For Creatures? ==&lt;br /&gt;
&lt;br /&gt;
How far from the magma pipe can fire snakes (and imps, if they spawn) appear?  Also, are they limited to spawning near the magma pipe itself, or ANY magma (i.e., a magma tap leading across the map into your fortress)?&lt;br /&gt;
:The pipe itself--[[User:Zchris13|Zchris13]] 23:51, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hidden Magma Pipe ==&lt;br /&gt;
So I just got the message 'You have discovered a magma pipe.' This made me very happy, because I had no idea that magma was on my map, and the area is completely devoid of trees, which means I won't have to worry about charcoal as much. Anywhos, after getting the message and looking around the level... I can't find it anywhere! I assumed that you get the message when your dwarf mines a tile next to the pipe or something, but I can't find it anywhere, not even on the local map. Magma forges are enabled, so that must mean that I did find one... But is there any way of finding the darn thing? I assumed it was from some of my exploratory mining, but after looking around that area and even digging further into the rock, I don't see anything. Is it possible that the magma pipe is off the level or something, so I get the message but can't see it? Arg, this is so annoying. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 00:34, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Try zooming in on any magma related creatures from the units menu. You could also zoom in on the newest (last) obsidian stone listed on the stocks menu I think. --[[User:Elvang|Elvang]] 04:21, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check for a [[Magma#Using_magma|Magma Cap]]. --[[User:N9103|Edward]] 09:12, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I tried looking at the units list... Only a couple dead kobolds, a few camels, and my dwarves... So that's a no go. And there are 15 obsidian stones in my stocks, but the zoom function is grayed out... And my bookkeeper is at 100% efficiency. I also tried looking for a magma cap, but I couldn't find one. Aha! Success! I made an obsidian stockpile, and watched where my all-knowing dwarves went, and I found the source of the obsidian. I tried digging from that point, and I found it! It's a bit small, but I suppose the diameter doesn't matter much when it's a magma pipe. Thanks for your help, guys. Also, I know that talk pages aren't meant to be used as forums or anything, but is it against the rules and/or frowned upon to ask questions on the talk pages?&lt;br /&gt;
&lt;br /&gt;
::: It's fine, it might even be a good thing, since we can add other tidbit of information to a main article if needed. Feel free to ask question (as long as it is in the appropriate place. --[[User:Karl|Karl]] 13:19, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items Caught In Cooling Magma ==&lt;br /&gt;
After one of my wrestlers got pulled into a magma vent, I noticed that his Steel equipment only sank a single Z level. This brings up the idea that, if I were to pour water over the surface and harden that Z level, I could presumably recover the equipment. But will items caught in hardening magma be destroyed? Or merely trapped in obsidian that you can mine out? --[[User:Scarecrow|Scarecrow]] 16:37, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hm, good question. Wouldn't it make sense that the item just gets trapped, and you just have to mine out the hardened rock to get the item back? That is, if it's resistant to magma and/or the temperature's off. Right? Why would cooling the magma destroy the object? Unless the game had it coded where like, a tile of stone being created removes all the items from the block. Which would suck. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Items lost in rivers or moats can be recovered by mining the ice in winter. It is not unreasonable to assume that magma/obsidian behaves like water/ice in this respect. This begs testing, obviously. --[[User:Aykavil|Aykavil]] 21:07, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flies spawning from magma? ==&lt;br /&gt;
&lt;br /&gt;
I don't know why, but I've observed flies (normal and acorn flies, mostly normal flies) spawning at the edge of magma where its melting rock. It's particularily noticeable when you have magma channels under your forging area since the confined space tends to concentrate them. Also, they will come out of any magma access holes you have dug. I'm using the Mayday graphics mod, so no idea if it's an artifact. My theory is that they represent vapors coming out of the magma as it melts the rock it encounters. I also added this fact to the flies page as well. --[[User:Smjjames|Smjjames]] 14:14, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45973</id>
		<title>40d Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45973"/>
		<updated>2009-05-19T04:13:36Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modding solution without unhappiness ==&lt;br /&gt;
If you remove the [VERMINHUNTER] tag from the raw file of the cat and then load your game, all of the cats who chose their owner (not ones who came with immigrants) will be owner free again and you can butcher them without causing unhappy thoughts.  They won't catch vermin anymore, but you can butcher as many as you like and then put the [VERMINHUNTER] tag back if you want to.  This has worked for me in the 40d version.&lt;br /&gt;
[[User:Bobokapi|Bobokapi]] 21:39, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sounds really useful. Add it to the article, but you might want to mention it's a bug (or more likely, because all cats are now re-created as a new type of creature w/o owners, or verminhunter has something to do with the &amp;quot;cats adopt dwarves&amp;quot; thing). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::It does. Someone put VERMINHUNTER on their dogs and found that they adopted owners. Apparently, you need to be of an appropriately independent mindset to go off and hunt rats. -[[User:Fuzzy|Fuzzy]] 08:59, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cat Farm==&lt;br /&gt;
Why don't you try making a 'cat farm'? Dig a small pit (1 by 1 to 3 by 3) then dig a tunnel to the side. Build floodgates at the entrance, since the little buggers are able to get past tightly closed doors. The tunnel should lead to a room full of butcher's shops. Then designate the channel as a pit and dump all the cats in. Since its a small pit, the fps wouldn't reduce as much. The cats will breed, and breed, and breed. When you want to 'harvest' the cats get them ready to be slaughtered. Open the gate, then once the ones to be slaughtered are removed, close it. Enjoy the cat farm!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:52, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)&lt;br /&gt;
::They shouldn't pick owners if they don't see dwarves. Are you sure?--[[User:Dorten|Dorten]] 23:12, 10 February 2009 (EST)&lt;br /&gt;
:::I'm sure. They still pick owners buried -12 z-levels down and 100 tiles away from the nearest dwarf, pitted in a 1x1x1 hole in the center of a 9x9x9 constructed wall cube. --[[User:Rkyeun|Rkyeun]] 04:13, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is the answer to everything &amp;quot;Mod it&amp;quot;??==&lt;br /&gt;
I regularly embark with 10 cats, and have gotten to year 30 without a catsplosion... even in the unmodded version of the game... how do I do this? Simple. I embark with 1 stone of whatever sort, build a butcher shop and kill every female cat as soon as I arrive. I then sell any female cats I accedentally buy -without uncaging them- and kill any dwarf who is foolish enough to move to my fortress with a female cat (and take the cat with you!). I have 30 cats and 7 happy cat owners and NO CATSPLOSION.  I admit I did have a slight incident where the owner's parents were a bit upset, but really... minor details.&lt;br /&gt;
&lt;br /&gt;
Of course, if there were a mod that would allow me to make a mandate forbidding female cats, I could have the hammerer take care of all of that for me. ... so, yes, the answer to everything is &amp;quot;mod it&amp;quot;.  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Architecture_design&amp;diff=30859</id>
		<title>40d Talk:Architecture design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Architecture_design&amp;diff=30859"/>
		<updated>2009-04-22T04:36:05Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: help editing please&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone please import the fractal bedroom designs from the old wiki? I don't want to have to set up another account on the old one to access the code. I'm talking about [http://archive.dwarffortresswiki.net/index.php/Bedroom_Design the Bedroom Design] page. I've always found it useful. --[[User:DDouble|DDouble]] 00:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, shouldn't this page be combined with the [[design strategies]] page? --[[User:DDouble|DDouble]] 00:14, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The designs shown aren't displaying in fixed-width font. Perhaps the code tag is needed? How do I shot wikiformatting? --[[User:Rkyeun|Rkyeun]] 04:36, 22 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Braies&amp;diff=48409</id>
		<title>40d Talk:Braies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Braies&amp;diff=48409"/>
		<updated>2009-04-22T04:27:12Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: suggest redirect instead of delete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Non-notable clothing item.&lt;br /&gt;
Recommend &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tagging it. --[[User:N9103|Edward]] 15:09, 20 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Suggest redirecting to Clothing instead of deleting. Existence of page will prevent repetition of this circumstance. --[[User:Rkyeun|Rkyeun]] 04:27, 22 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30312</id>
		<title>40d Talk:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30312"/>
		<updated>2009-04-22T03:59:17Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: raccoon entrance dance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ive had raccoons come into above ground buildings and steal from workshops. Stupid raccoon took my fortresses only piece of leather, was gonna make a bag for glass making. [[User:Diabl0658|Diabl0658]] 11:12, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raccoons will make their way for the closest item (or at least a random item in the closest general area) to the edge of the map from which they appeared. If that item is above ground in a workshop, then they can certainly climb up stairs to get it.[[User:Schm0|Schm0]] 11:27, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm not sure about closest item. In my experience, raccoons take the most expensive item lying outside. I had a bunch of mixed gems lying around outside (yes, yes, not very clever but no one was coming to haul them) and the first two raccoons struck before I noticed them. The gems they took? One star ruby and one star sapphire. They left a bunch of schorls and opals lying on the ground. I don't have further data as my hunter and some miners slew all the other raccoons before they could steal any more. --[[User:Actreal|Actreal]] 04:33, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, you need hunters or guards of some kind. --[[User:AlexFili|AlexFili]] 04:14, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and just in case anyone was wondering, they can in fact steal artifacts. I'd be fascinated to know what the game does with the artifact in terms of stored data. Somewhere out there there's a raccoon waving an artifact microcline scepter. Must impress all his other furry buddies. [[User:RedKing|RedKing]] 02:08, 19 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Raccoon AI combined with my traditional early defense system generates a kind of 'entrance dance' for raccoons. Normally I dig straight down near the wagon and declare the stairs a meeting area. Raccoons come to steal things from the wagon but notice the swarms of dogs and back away. They do this dance where they keep coming back until they... well, what I imagine is they notice their stealth wore off, and they run away to try again. But they didn't get close enough for the dog to chase them, because the dogs are parked under other swarms of dogs and dwarves in a pile of prone critters. So the raccoon come back, and gets a little closer each time. ARE RACCOONS TRAINING STEALTH? And then it -finally- after a season or two manages to get close enough it actually bumps into a dog. I end up cheering cynically for the raccoon as it inches closer. &amp;quot;C'mon, c'mon, you can do it! Go raccoon! You can do it! You can do it! AWWWWWWW...&amp;quot; Then the dog tears it to shreds. --[[User:Rkyeun|Rkyeun]] 03:59, 22 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=17138</id>
		<title>40d:Conglomerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=17138"/>
		<updated>2009-04-19T06:24:05Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Undo revision 41275412 by Rep (Talk) More of same.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Conglomerate|tile=∞|color=#880|basic_color=#880|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Puddingstone {{list|sedimentary stone}}}}&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28348</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28348"/>
		<updated>2009-04-01T19:12:31Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
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::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
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:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
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== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
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:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
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::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;br /&gt;
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== Glass is Magma-Proof? ==&lt;br /&gt;
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41394</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41394"/>
		<updated>2009-02-27T13:46:47Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: /* Impotent war dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
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:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
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Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
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== Hunting dogs ==&lt;br /&gt;
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I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
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:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
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== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
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::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
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== The Life of a dog ==&lt;br /&gt;
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A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
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(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
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I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
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== Puppies ==&lt;br /&gt;
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Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
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:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
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== Hunting dogs flow==&lt;br /&gt;
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I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;br /&gt;
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==Impotent war dogs==&lt;br /&gt;
It seems to me that trained war dogs do not make puppies, regardless if they are assigned or not. Can anyone confirm/deny? --[[User:Liqum|Liqum]] 08:30, 8 February 2009 (EST)&lt;br /&gt;
: I can deny that. [[image:WarDogPuppies.JPG]] [[User:Zchris13|Zchris13]] 16:52, 8 February 2009 (EST)&lt;br /&gt;
::What if all of your dogs are war dogs? Do male wardogs &amp;quot;mate&amp;quot; at all?&lt;br /&gt;
:::I'm fairly certain they can, I train all of my dogs to wardog status as soon as the mature. [[User:HeWhoIsPale|HeWhoIsPale]] 13:25, 16 February 2009 (EST)&lt;br /&gt;
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Can anyone confirm/deny about a dog or animal limit? It seems I'm not getting any more puppies.... I have about 56 dogs and a total of 101 animals. At first I thought it was because I'd split up my war dogs among warriors, but putting stray war dogs in a single cage did not change the situation. Any info on this? [[User:Chess123mate|Chess123mate]] 19:27, 26 February 2009 (EST)&lt;br /&gt;
:Considering that I've spent the last two in-game years culling my animal population down from over 300, I'm pretty sure there's no limit on animals in general.  --[[User:LegacyCWAL|LegacyCWAL]] 02:09, 27 February 2009 (EST)&lt;br /&gt;
::The explanation I recall is that there is an animal limit on births and migrations, but these don't apply to pets (who can continue having children indefinitely). I can't actually verify that, however. --[[User:Squirrelloid|Squirrelloid]] 02:15, 27 February 2009 (EST)&lt;br /&gt;
:::I've noticed the same thing that [[User:Chess123mate|Chess123mate]] noted above. I also know that war dogs normally reproduce as shown above.  None of my many (&amp;gt;50) dogs have had puppies in the last 3-4 game years.  I thought of the animal limit as well (I had near 200) so I [[butcher|took care of it]]. Still no new dogs.  Another strange thing is I've caught lots of my own cats in traps.  I've never seen that before.  I cannot assign the caught cat (like normally possible for caged animals), either.  If I do build the cage and release it, it gets caught again (lucky) or squished (rock trap).  Any thoughts?--[[User:Kwieland|Kwieland]] 08:37, 27 February 2009 (EST)&lt;br /&gt;
:There is no limit to how many of an animal you can have, but if you get to 50 then they will stop becoming pregnant. Any already pregnant will eventually still give birth, pushing you over 50. I don't know if this limit applies to pets or not, but I know it applies to unassigned non-pet animals because I always embark with 49 dogs. (I fill my moats with war dogs, not water or magma.) [[User:Rkyeun|Rkyeun]] 08:46, 27 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28347</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28347"/>
		<updated>2009-02-25T13:51:20Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: No mason-ing glass furniture.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
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==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
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:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
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:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
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::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
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:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
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:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
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::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31103</id>
		<title>40d Talk:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31103"/>
		<updated>2009-02-24T02:16:16Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: glass walls vs windows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do windows block the flow of fluids? --[[User:Rkyeun|Rkyeun]] 20:16, 5 December 2007 (EST)&lt;br /&gt;
:Yes --[[User:Lacero|Lacero]] 10:58, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
do windows allow light in? to fight [[Cave adaptation]] --[[User:Corhen|Corhen]] 22:24 24 december 2008&lt;br /&gt;
:Also yes. --[[User:N9103|Edward]] 06:09, 28 April 2008 (EDT)&lt;br /&gt;
:: No. The article says so since the 24th of July (see also [[light]]). --[[User:Aykavil|Aykavil]] 07:27, 30 July 2008 (EDT)&lt;br /&gt;
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Do you get the materials back when you remove a window? Especially Gem windows? --[[User:Juckto|Juckto]] 07:42, 4 May 2008 (EDT)&lt;br /&gt;
:Thirdly yes. --[[User:Savok|Savok]] 12:49, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can dwarves &amp;quot;see&amp;quot; through the windows (i.e. see stealthly enemies on the other side)? [[User:Optimizt|Optimizt]] 20:02, 13 June 2008 (EDT)&lt;br /&gt;
:Again yes.  At least, they get scared of things they see on the other side.  I've not tested whether they can spot stealthy enemies. --[[User:Lacero|Lacero]] 11:09, 6 July 2008 (EDT)&lt;br /&gt;
::For what it's worth, spotting stealthed enemies requires that you be adjacent to them, so that particular question would be moot, I think. --[[User:ThunderClaw|ThunderClaw]] 12:17, 12 December 2008 (EST)&lt;br /&gt;
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I'm assuming there's no bonus for a good view and that the only value a window adds is its own intrinsic value? I built a room out of windows and filled it with water, making a giant aquarium, but this seems to have been more for my benefit than the dwarves. [[User:Lungfish|Lungfish]] 03:53, 4 January 2009 (EST)&lt;br /&gt;
:As far as I know, that's the case.  But giant aquariums are rewards in their own right ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:07, 23 February 2009 (EST)&lt;br /&gt;
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Has anybody heard anything about how dwarves use windows?  I want to make sure before I take the verify tag off the &amp;quot;we don't know&amp;quot; statement. --[[User:LegacyCWAL|LegacyCWAL]] 16:07, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass floors or skylights (ceiling windows!) ==&lt;br /&gt;
&lt;br /&gt;
We all know that windows don't let light in and so won't prevent cave adaptation, but I just learned that glass floors WILL let light in to the next Z level down, if you build it over an open space. This proves that it's always noon in DF land. This also allows you to grow light-needing crops underground without sacrificing security or usable ground-space. [[User:Lungfish|Lungfish]] 03:46, 4 January 2009 (EST)&lt;br /&gt;
::Don't forget about Adventure Mode - darkness does exist there. &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 15:24, 4 January 2009 (EST)&lt;br /&gt;
:Very astute, but as one can see under [[tile attributes]], as it is any kind of constructed floor will allow light to pass through (litle holes in them?). Presumably at some point in the future it'll be changed so that you'll need glass to make your greenhouse roof. As it is, it's merely a matter of personal preference.--[[User:Quil|Quil]] 07:30, 4 January 2009 (EST)&lt;br /&gt;
::Using any type of floors other than glass can be and is seen as an [[exploit]], plus if you plan to use the same game throughout versions, you should glass because as Quil said, it will most likely be changed.--[[User:Destor|Destor]] 11:19, 4 January 2009 (EST)&lt;br /&gt;
:::All saves I have heard will be not only unstable, but unusable.  So I heard. --[[User:Zchris13|Zchris13]] 16:49, 23 February 2009 (EST)&lt;br /&gt;
::::That is indeed the case.  It's why he's doing such a big update all at once, in fact - he has to break save compatability anyways, so might as well break it as many ways as possible and get it over with. --[[User:LegacyCWAL|LegacyCWAL]] 17:25, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== glass walls vs windows? ==&lt;br /&gt;
&lt;br /&gt;
Should we assume that the only differences between a glass wall and a window is that windows will block fluids and aren't load bearing while glass walls won't block fluids but are load bearing?&lt;br /&gt;
:You mean glass wall [[construction]]s?  Because if you make those out of glass, they work just like making them out of any other material, like metal or stone. --[[User:LegacyCWAL|LegacyCWAL]] 15:56, 23 February 2009 (EST)&lt;br /&gt;
:Constructed glass walls provide support and block fluids. Built glass windows do not provide support and also block liquids. Constructed glass walls obstruct line-of-sight but cannot be destroyed by tantrum-throwing dwarves or [BUILDING_DESTROYER]s. Built glass windows do not obstruct line-of-sight, can be destroyed by [BUILDING_DESTROYER]s, and have a quality modifier and the ability to decorate them that makes them more valuable. [[User:Rkyeun|Rkyeun]] 21:16, 23 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27143</id>
		<title>40d Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27143"/>
		<updated>2009-02-18T01:24:29Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it seriously called magma mist or did the author just assume that that was the name? Honestly, if nothing is known about it there shouldn't be an article.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 02:06, 18 November 2007 (EST)&lt;br /&gt;
:It is, in fact, called magma mist, though I doubt there's much more information about it than listed on this page. I've only seen it when a &amp;quot;cave in&amp;quot; was reported within a magma vent; it's probably generated by turbulence in the same way that normal, water mist is created. This gives me an interesting idea, however.. Perhaps pumping magma up to fall back down through a grate may create a defensive 'wall' of scalding magma mist. This requires testing. ..Then again, having a magmafall in front of your doorway would probably be more than enough to deter any attackers to begin with, but it's an idea. --[[User:Hesitris|Hesitris]] 04:20, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Funny note--I had actually planned on doing that in a fort (making a wall of magma), never got around to it for some reason. But you'd certainly need a way to turn it off, and if magma splashes, you would be incredibly screwed if you even made one mistake...plus, you'd need, what, three different magma sources? Either that, or about five pumps lined up next to each other to move up *each* level or so, to maintain a constant flow. And you'd want a chasm nearby to deal with the magma that's formed, or you could use it as a moat (probably leading back to the source or sources).&lt;br /&gt;
&lt;br /&gt;
::Better yet--have a central pillar in the fort that's always full of magma, so it's accessible by some pumps on the 'ceiling' of the fortress. When you're under attack/about to be, the 3-5 tile moat around you is filled with magma that falls ''down the fortress walls''. ~ [[User:Midna|Midna]] 03:21, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Magma mist can't be made with a waterfall, i tested a while back: [http://mkv25.net/dfma/movie-918-magma-fall] [[User:Solarshado|Solarshado]] 19:49, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does this please dwarfs or not? This artical says they like it while the [[Mist]] artical claims magma mist will not generate happy thougt. I would test this myself but i cant atm. Shouldnt be to hard to verify, and edit one of the articals after if someone could be so kind.--[[User:Cultiststeve|cultiststeve]] 16:38, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Does it really matter?  Unless you have the temperature settings turned off, your booze-laden dwarves will just catch fire.  Not to mention it flows far slower than water, and therefore your drainage systems are much more likely to back up and flood your fortress. --[[User:Alkyon|Alkyon]] 17:33, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ofc it matters. Could be the difference between a meeting hall of happy dwarfs staring at the magma and a hall of dwarfs burning eveything in sight.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Cultiststeve|Cultiststeve]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Just have the magma flow between masterpiece clear glass windows into a steel grate. The windows will stop it from spilling and the dwarves can still see it. [[User:Rkyeun|Rkyeun]] 20:24, 17 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:On_break&amp;diff=37569</id>
		<title>40d Talk:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:On_break&amp;diff=37569"/>
		<updated>2009-01-22T17:25:50Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Ending breaks with water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure if this page makes any sense to keep in the Wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
a) Spelling not okay&amp;lt;br&amp;gt;&lt;br /&gt;
b) Insulting wordings&amp;lt;br&amp;gt;&lt;br /&gt;
c) no useful information&amp;lt;br&amp;gt;&lt;br /&gt;
d) &amp;quot;Holiday&amp;quot; is not a game concept; the Wiki should stick to DwarfFortress terminology&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Samyotix|Samyotix]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I think it needs to be either turned into a more reference article or the humour improved. But it would be nice to know how often a dwarfs status becomes '''On break''', and how long the break is inclined to last, and is there anything you can do (in improving efficiency) to make the breaks shorter and less frequent.[[User:GarrieIrons|GarrieIrons]] 09:40, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Changed the wording a bit, hope that's better. --[[User:AlexFili|AlexFili]] 04:05, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Ick. While this page is currently useless, Garrie does make a good point. It does need to be moved to [[On break]], though. --[[User:Savok|Savok]] 09:31, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::YATTA! Move successful. Kudos to Savok! Lord of the Wiki! --[[User:AlexFili|AlexFili]] 10:53, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==The good parts of breaks==&lt;br /&gt;
&lt;br /&gt;
If you ever get huge waves of unhappiness in a fort (meaning about 3/4 of the population is unhappy to SOME extent, generally after a few friendly dwarves die), you should know that matters get really difficult since dwarves are randomly tantruming, going berserk and murdering others, or becoming melancholy/stark, raving mad (making themselves useless). So I tried making all the unhappy dwarves have no jobs at all, so they are free to do nothing. Some took breaks, and their unhappiness decreased fairly well (like from miserable to unhappy).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 06:06, 28 October 2008 (EDT)&lt;br /&gt;
:Well, but when you seriousl need a job done and your only semi-skilled dwarf is currently on break which is going on for over one week, it's annoying [[User:SanDiego|SanDiego]] 16:11, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Better than getting hammered to death for punching a baby while in a tantrum.  --[[User:Smartmo|Smartmo]] 19:35, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ending Breaks ==&lt;br /&gt;
Ending a break by drafting into the military creates an unhappy thought usually. You can avoid this while still ending the break if you cause some other interruption such as a released goblin or having the meeting area be a shower of mist and water which fluctuates between 3 and 4 depth. At 3 depth, dwarves will pathfind in to start their break and enjoy the mist. At 4 depth they will cancel their break to swim to safety. This also keeps dwarves clean and trains swimming for everyone, which is useful for skill boosts and because it will let them swim up out of rivers or pools they happen to fall into. --[[User:Rkyeun|Rkyeun]] 12:25, 22 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35414</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35414"/>
		<updated>2009-01-10T13:27:11Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35492</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35492"/>
		<updated>2008-12-18T18:50:49Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Base Item Material&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sky&amp;diff=31540</id>
		<title>40d Talk:Sky</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sky&amp;diff=31540"/>
		<updated>2008-12-16T04:46:56Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the source of the quote?  Is it just flavor?  Are we doing that normally?  Should it be left in?  --[[User:Geofferic|Geofferic]] 01:47, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it should be removed. It's not funny.--[[User:DDouble|DDouble]] 00:29, 10 December 2007 (EST)&lt;br /&gt;
:I don't think it's intended to be funny, just a statement of literal fact about sky, which would belong here. [[User:Rkyeun|Rkyeun]] 23:46, 15 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35179</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35179"/>
		<updated>2008-12-12T14:44:34Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: and neither &amp;quot;bar&amp;quot; nor &amp;quot;bars&amp;quot; goes where I was hoping. Sorry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire man|biome=Subterranean [[lava]]|symbol=M|color={{COLOR:4:0:1}}|butcher=no|bones=N/A|fat=1|skin=Yes|skulls=N/A|chunks=3|meat=3|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Fire men''' seem to come out of the same places that [[fire imp|imps]] do, but they are a little bolder and can go out past the [[lava]] vent. They leave behind bars of [[ash]] when killed. Fire Men will melt snow off [[tree]]s, [[shrub]]s, and ground in the 8 squares around them.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a [[brook]]. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a [[wall]] to go with this moat.&lt;br /&gt;
&lt;br /&gt;
Fire men can be captured in [[cage trap]]s, just like [[fire imp]]s. Don't worry, they won't destroy your masterwork ashen [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a [[channel]] but do not let it fill with lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical [[bar]]s (or [[fortifications]], in case of [[bauxite]]) of [[Magma-safe_materials|Magma-safe material]] as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add [[wall]]s to box in any lava squares that are before the [[steel]] bars (this stops the firemen from getting out before the bars and destroying them).&lt;br /&gt;
&lt;br /&gt;
== Fighting them ==&lt;br /&gt;
&lt;br /&gt;
Put short, don't. They don't feel pain and thus cannot be stunned. They don't bleed, feel  fear, nausea or fatigue, so they can keep on fighting for a very long time after your military is crumbled. Also [[ammo|projectiles]] and [[weapon]]s don't get stuck in them, so for example [[spear]]s are quite useless against them. On top of this they like fighting and are reckless and their punches cause burn damage. Their only poor statistic is that their limb severe when broken, which means that they are susceptible towards more damage dealing weapons.&lt;br /&gt;
&lt;br /&gt;
Easiest way to kill them is from far away (ie. [[crossbow]], [[bow]]s, [[ballista]] and [[catapult]]). The only problem is that they can hurl fireballs back, so either you need experienced [[marksdwarf|marksdwarves]] and siege-weapon crews or eventually you end up having charred dwarves.&lt;br /&gt;
&lt;br /&gt;
The other method is fighting them with traps. Submerging them in water is good way to start. Just dig out a drowning [[room]], channel water behind [[floodgate]] or [[door]], put a [[lever]] somewhere or [[pressure plate]] in the room, hook it to the thing blocking water and wait for them to step into their dooms. This of course needs a tunnel or something to lead fire men in, preferably outside of your fortress, but with an access (or sacrificial animal) to you fort, so that they want to come in. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35178</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35178"/>
		<updated>2008-12-12T14:43:00Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Fire Men drop bars of ash, not blocks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire man|biome=Subterranean [[lava]]|symbol=M|color={{COLOR:4:0:1}}|butcher=no|bones=N/A|fat=1|skin=Yes|skulls=N/A|chunks=3|meat=3|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Fire men''' seem to come out of the same places that [[fire imp|imps]] do, but they are a little bolder and can go out past the [[lava]] vent. They leave behind [[bars]] of [[ash]] when killed. Fire Men will melt snow off [[tree]]s, [[shrub]]s, and ground in the 8 squares around them.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a [[brook]]. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a [[wall]] to go with this moat.&lt;br /&gt;
&lt;br /&gt;
Fire men can be captured in [[cage trap]]s, just like [[fire imp]]s. Don't worry, they won't destroy your masterwork ashen [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a [[channel]] but do not let it fill with lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical [[bar]]s (or [[fortifications]], in case of [[bauxite]]) of [[Magma-safe_materials|Magma-safe material]] as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add [[wall]]s to box in any lava squares that are before the [[steel]] bars (this stops the firemen from getting out before the bars and destroying them).&lt;br /&gt;
&lt;br /&gt;
== Fighting them ==&lt;br /&gt;
&lt;br /&gt;
Put short, don't. They don't feel pain and thus cannot be stunned. They don't bleed, feel  fear, nausea or fatigue, so they can keep on fighting for a very long time after your military is crumbled. Also [[ammo|projectiles]] and [[weapon]]s don't get stuck in them, so for example [[spear]]s are quite useless against them. On top of this they like fighting and are reckless and their punches cause burn damage. Their only poor statistic is that their limb severe when broken, which means that they are susceptible towards more damage dealing weapons.&lt;br /&gt;
&lt;br /&gt;
Easiest way to kill them is from far away (ie. [[crossbow]], [[bow]]s, [[ballista]] and [[catapult]]). The only problem is that they can hurl fireballs back, so either you need experienced [[marksdwarf|marksdwarves]] and siege-weapon crews or eventually you end up having charred dwarves.&lt;br /&gt;
&lt;br /&gt;
The other method is fighting them with traps. Submerging them in water is good way to start. Just dig out a drowning [[room]], channel water behind [[floodgate]] or [[door]], put a [[lever]] somewhere or [[pressure plate]] in the room, hook it to the thing blocking water and wait for them to step into their dooms. This of course needs a tunnel or something to lead fire men in, preferably outside of your fortress, but with an access (or sacrificial animal) to you fort, so that they want to come in. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30065</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30065"/>
		<updated>2008-12-02T23:11:50Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: clarification, removing seeds of flamewar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
::::Possible alternative: Will fortifications melt if they are carved instead of constructed? Perhaps instead of mining out the last tile before fleeing, the dwarf could carve a fortification in the obsidian. It's conceivable that that tile, being one of the original tube liners, could be magma-proof by fiat. --[[User:Alfador|Alfador]] 11:27, 20 March 2008 (EDT)&lt;br /&gt;
:::::I tried this when breaching into a magma pipe and yes, the (warm) obsidian fortification is still present many years later. Unfortunately, the same cannot be said for the Dwarf who had the misfortune of being the one assigned the task of carving the fortification. Magma apparently flows faster than a dwarf can run, especially when their feet are on fire. -- [[User:Raumkraut|Raumkraut]] 04:33, 19 April 2008 (EDT)&lt;br /&gt;
:::::Ditto -- carved fortifications don't melt. (I built like this: lava-wall-fortification, then channelled the wall from above) It appears the game tends to treat carved and constructed things very differently. [[User:Anydwarf|Anydwarf]] 12:57, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just build [[vertical bars]] in channels, usually out of iron.  Keeps bad things and good things out, lets water and magma flow through. --[[User:JT|JT]] 16:42, 19 April 2008 (EDT)&lt;br /&gt;
:::::::Yeah, I built bauxite grates at first, but then I had a thought that [[magma men]] (being buildingdestroyer:2) could bust them open. [[User:Anydwarf|Anydwarf]] 17:48, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just embarked without any preparations (random items/skills) on a site with volcano. I created empty pool, and then carved fortifications near it. After that I channeled rock before the fortifications, and now I see just lying obsidian... Looks like carved fortifications melt too, at least in the current version. --[[User:Someone-else|Someone-else]] 10:08, 24 April 2008 (EDT)&lt;br /&gt;
:::::::No, the fortification is still there, it just looks like magma until you loo{{k|k}} at it. While I was checking this I noticed a fire imp on the wrong side of the fortification, so I guess it isn't enough. (or can they spawn anywhere?) [[User:Anydwarf|Anydwarf]] 13:59, 24 April 2008 (EDT)&lt;br /&gt;
::::::::Strong current can currently push creatures through any kind of obstacle that allows liquid flow. I will retry check with the obsidian fortification in my obsidian factory. --[[User:Someone-else|Someone-else]] 19:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
:I've just tried this with constructed fortifications (green glass) and water. The fortification doesn't seem to impede the flow of water at all. -- [[User:Raumkraut|Raumkraut]] 10:15, 19 April 2008 (EDT)&lt;br /&gt;
:I had a section of fortress walled off from my moat with fortifications, and it filled with magma at the same rate as the rest of the moat. I think they are considered clear for the purposes of liquid flow. [[User:Dangerous Beans|Dangerous Beans]] 06:14, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
:As far as I'm concerned the angle is pretty sharp - I'd say about 30-25 degree. On close distances the dwarf has to be pretty much in straight line with target. I'm not sure if this applies to fortifications that don't touch walls such as ones in aboveground archery towers or long carved walls. --[[User:Someone-else|Someone-else]] 19:33, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Do fortifications provide support for constructions above? --[[User:Someone-else|Someone-else]] 19:34, 19 April 2008 (EDT)&lt;br /&gt;
:Built fortifications provide no support/floor above them.  Not sure about carved fortifications. --[[User:Squirrelloid|Squirrelloid]] 11:17, 24 April 2008 (EDT)&lt;br /&gt;
:Fortifications act like a floor with a support on it. They do not provide a floor to the tile above them, but I built a 1x1 tower of fortifications five tall that remained even after deconstructing the scaffold, so they definitely support things above them. A fortification is impassible to creatures (except as pushed by liquid flow). --[[User:Rkyeun|Rkyeun]] 18:11, 2 December 2008 (EST)&lt;br /&gt;
*Can fortifications be carved from metal walls? --[[User:Sublight|Sublight]] 16:07 28 November 2008 (JST)&lt;br /&gt;
:Yes, they can. Just tried it our this weekend. --[[User:Sublight|Sublight]] 11:19 01 December 2008 (JST)&lt;br /&gt;
&lt;br /&gt;
==Difficulty of firing through fortifications==&lt;br /&gt;
&lt;br /&gt;
It has long been held that there is a penalty to firing through a fortification from a distance, but I haven't observed any such penalty in actual practice.  Can we confirm this through experimentation? --[[User:JT|JT]] 22:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seems like you could set up two or three identical archery targets with fortifications at different distances, and look for busted ammunition near the fortifications.  Any bolt that &amp;quot;splashes&amp;quot; on the fortifications should leave evidence of its passage. --[[User:Jurph|Jurph]] 13:08, 1 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30062</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30062"/>
		<updated>2008-12-02T17:32:27Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: fortifications acting like constructed floor with supports built on them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
::::Possible alternative: Will fortifications melt if they are carved instead of constructed? Perhaps instead of mining out the last tile before fleeing, the dwarf could carve a fortification in the obsidian. It's conceivable that that tile, being one of the original tube liners, could be magma-proof by fiat. --[[User:Alfador|Alfador]] 11:27, 20 March 2008 (EDT)&lt;br /&gt;
:::::I tried this when breaching into a magma pipe and yes, the (warm) obsidian fortification is still present many years later. Unfortunately, the same cannot be said for the Dwarf who had the misfortune of being the one assigned the task of carving the fortification. Magma apparently flows faster than a dwarf can run, especially when their feet are on fire. -- [[User:Raumkraut|Raumkraut]] 04:33, 19 April 2008 (EDT)&lt;br /&gt;
:::::Ditto -- carved fortifications don't melt. (I built like this: lava-wall-fortification, then channelled the wall from above) It appears the game tends to treat carved and constructed things very differently. [[User:Anydwarf|Anydwarf]] 12:57, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just build [[vertical bars]] in channels, usually out of iron.  Keeps bad things and good things out, lets water and magma flow through. --[[User:JT|JT]] 16:42, 19 April 2008 (EDT)&lt;br /&gt;
:::::::Yeah, I built bauxite grates at first, but then I had a thought that [[magma men]] (being buildingdestroyer:2) could bust them open. [[User:Anydwarf|Anydwarf]] 17:48, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just embarked without any preparations (random items/skills) on a site with volcano. I created empty pool, and then carved fortifications near it. After that I channeled rock before the fortifications, and now I see just lying obsidian... Looks like carved fortifications melt too, at least in the current version. --[[User:Someone-else|Someone-else]] 10:08, 24 April 2008 (EDT)&lt;br /&gt;
:::::::No, the fortification is still there, it just looks like magma until you loo{{k|k}} at it. While I was checking this I noticed a fire imp on the wrong side of the fortification, so I guess it isn't enough. (or can they spawn anywhere?) [[User:Anydwarf|Anydwarf]] 13:59, 24 April 2008 (EDT)&lt;br /&gt;
::::::::Strong current can currently push creatures through any kind of obstacle that allows liquid flow. I will retry check with the obsidian fortification in my obsidian factory. --[[User:Someone-else|Someone-else]] 19:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
:I've just tried this with constructed fortifications (green glass) and water. The fortification doesn't seem to impede the flow of water at all. -- [[User:Raumkraut|Raumkraut]] 10:15, 19 April 2008 (EDT)&lt;br /&gt;
:I had a section of fortress walled off from my moat with fortifications, and it filled with magma at the same rate as the rest of the moat. I think they are considered clear for the purposes of liquid flow. [[User:Dangerous Beans|Dangerous Beans]] 06:14, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
:As far as I'm concerned the angle is pretty sharp - I'd say about 30-25 degree. On close distances the dwarf has to be pretty much in straight line with target. I'm not sure if this applies to fortifications that don't touch walls such as ones in aboveground archery towers or long carved walls. --[[User:Someone-else|Someone-else]] 19:33, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Do fortifications provide support for constructions above? --[[User:Someone-else|Someone-else]] 19:34, 19 April 2008 (EDT)&lt;br /&gt;
:Built fortifications provide no support/floor above them.  Not sure about carved fortifications. --[[User:Squirrelloid|Squirrelloid]] 11:17, 24 April 2008 (EDT)&lt;br /&gt;
:Fortifications act like a floor with a support on it. They do not provide a floor to the tile above them, but I built a 1x1 tower of fortifications five tall that remained even after deconstructing the scaffold, so they definitely support things above them. --[[User:Rkyeun|Rkyeun]] 12:32, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Can fortifications be carved from metal walls? --[[User:Sublight|Sublight]] 16:07 28 November 2008 (JST)&lt;br /&gt;
:Yes, they can. Just tried it our this weekend. --[[User:Sublight|Sublight]] 11:19 01 December 2008 (JST)&lt;br /&gt;
&lt;br /&gt;
==Difficulty of firing through fortifications==&lt;br /&gt;
&lt;br /&gt;
It has long been held that there is a penalty to firing through a fortification from a distance, but I haven't observed any such penalty in actual practice.  Can we confirm this through experimentation? --[[User:JT|JT]] 22:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seems like you could set up two or three identical archery targets with fortifications at different distances, and look for busted ammunition near the fortifications.  Any bolt that &amp;quot;splashes&amp;quot; on the fortifications should leave evidence of its passage. --[[User:Jurph|Jurph]] 13:08, 1 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_to_safely_start_fortress_mode&amp;diff=45425</id>
		<title>40d Talk:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_to_safely_start_fortress_mode&amp;diff=45425"/>
		<updated>2008-11-18T17:03:22Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Correctness ==&lt;br /&gt;
There is no &amp;quot;correct&amp;quot; way to start fortress mode except from not picking Adventure Mode or Legends or Create New World on the main menu screen. It's entirely proper to embark with no skills and absolutely no supplies and watch your seven dwarves go crazy and die in the terrifying glacier. --[[User:Rkyeun|Rkyeun]] 12:03, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
''Farm size: 10x10 of plump helmets without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin ''&lt;br /&gt;
&lt;br /&gt;
Is this with or without boozecooking? [[User:Random832|Random832]] 23:12, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reformatting this page ==&lt;br /&gt;
&lt;br /&gt;
This page breaks from the style used on the rest of the wiki -- it's a dump of opinions and suggestions instead of a collaborative, well-organized article.  The problem with this is evident in how people are just arguing with each other on the page (that's what ''talk pages'' are for) instead of putting their heads together to offer readers streamlined, practical advice.&lt;br /&gt;
&lt;br /&gt;
Can we do some discussion here of what its general advice and structure should be, then rewrite it?--[[User:Maximus|Maximus]] 21:38, 29 October 2008 (EDT)&lt;br /&gt;
:Having a bunch of different viewpoints in the page is fine to me as long as it doesn't look like a big argument :P --[[User:Xonara|Xonara]] 01:48, 30 October 2008 (EDT)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:I was thinking about this too, but the unfortunate hurdle is that there's no good way to put in a 'generally agreed upon' sort of structure, and there's a lot of strong feelings that run both ways with many things.  Perhaps the better way to do this would merely be to take the names out of it.  Just put a heading and a couple of equally-bulleted points with the various views, possibly with the dates these views were last updated.  A large part of my issue is that most of the advice on the page is clearly from many moons ago (the cats comments being the most noticable).  The anvil discussion, for example, could then just be broken down into three bullets, one which suggests crafts, a second which suggests mechanisms, and a third which suggests meals.&lt;br /&gt;
&lt;br /&gt;
:A reformat does need to happen, though.  This wiki is really shortwinded on useful, coherant gameplay advice (MANY of the Beginners FAQ pages need total rewrites that I'll probably get to sooner rather than later) and I'd really like to see that change. --[[User:ThunderClaw|ThunderClaw]] 02:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Removing the signatures is definitely the starting point -- it will allow us to treat what's on the page as &amp;quot;our words&amp;quot; instead of &amp;quot;my words&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::I don't think &amp;quot;general agreement&amp;quot; is out of reach -- for any subject, there will be obviously bad advice, obviously good advice, and stuff that will largely depend on how you like to play the game.  Our current dispute over trade goods is like that: crafts, mechanisms, meals, and clothes can ''all'' be effective trade goods; we can list their respective advantages and disadvantages and leave it for the player to decide what approach he or she wants to take.  We just need to avoid the &amp;quot;One True Approach&amp;quot; mentality, except where everyone agrees that a given idea is Very Good or Very Bad.&lt;br /&gt;
&lt;br /&gt;
::While we're at it, the page title needs to be changed -- though we can do that after it becomes clear what direction the rewrite is taking it in.--[[User:Maximus|Maximus]] 03:38, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'll give the page a once-over tomorrow and give my initial thoughts on what should be changed then.--[[User:Maximus|Maximus]] 03:42, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It shouldn't take too long. Click Edit, hit Ctrl-A, and type &amp;lt;nowiki&amp;gt;{{Del}}&amp;lt;/nowiki&amp;gt;. Profit. --[[User:Juckto|Juckto]] 04:40, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Reformat is done.  Someone else can deal with the nomenclature. --[[User:ThunderClaw|ThunderClaw]] 13:14, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You did an excellent job with the rewrite.  I made various changes and expansions, and there's other stuff I want to add over the next several days.--[[User:Maximus|Maximus]] 04:04, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I really think that a better name for this page would be &amp;quot;General Advice,&amp;quot; since that's all it really is, and  &amp;quot;Correctly&amp;quot; starting a fortress is mostly a matter of opinion and we're trying to make the page look less opinionated. The page could be very helpful and I think that once it's worked on a bit it could go on the main page. --[[User:Xonara|Xonara]] 21:00, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, &amp;quot;general advice&amp;quot; is a little ''too'' general.  At this point, I want to see what kind of changes we make to other related pages, such as [[your first fortress]].  Once we define the role of each better, it should be clear what this page should be named.--[[User:Maximus|Maximus]] 04:04, 31 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38508</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38508"/>
		<updated>2008-11-12T14:33:58Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;br /&gt;
:::::: The Chiropractor is a named Giant Cave Spider, and resides at 1515 Throw the Dwarf in the Chasm Ave. -- [[User:Rkyeun|Rkyeun]] 09:33, 12 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Why_are_crops_sometimes_displayed_with_red_writing&amp;diff=45600</id>
		<title>40d:Why are crops sometimes displayed with red writing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Why_are_crops_sometimes_displayed_with_red_writing&amp;diff=45600"/>
		<updated>2008-11-02T21:38:46Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Because it is too late in the [[season]] to plant that kind of [[crop]]. There is also a bug that causes it to happen for plump helmets late in the winter even though they're supposed to grow year-round.&lt;br /&gt;
:Might it be related to temperature?  I've seen that in some places, but I don't think I see it in all places. --[[User:Corona688|Corona688]] 14:49, 2 November 2008 (EST)&lt;br /&gt;
:The game doesn't check year wraparound. Crops that grow in Winter Spring get the red if there's not enough growing time left in winter before spring. Crops that grow in Spring Summer Winter Fall and have a growing time of over a year can't be planted any time because at the end of winter it decides there's not enough time left instead of checking spring. --[[User:Rkyeun|Rkyeun]] 16:38, 2 November 2008 (EST)&lt;br /&gt;
{{Farming FAQ}}&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29020</id>
		<title>User:Rkyeun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29020"/>
		<updated>2008-11-02T21:00:18Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rkyeun is a retarded monkey usually seen carrying a soldering iron in one hand and a stack of flowcharts in the other. He typically poses absurd or theoretical questions about game mechanics for novelty value, and creates plans without regard to their difficulty of construction nor ineffectiveness in operation.&lt;br /&gt;
&lt;br /&gt;
Rkyeun gets very low FPS, even on the title screen, and often plays between 3 and 16 FPS.&lt;br /&gt;
:Partial Print has since let him get 24-18 FPS.&lt;br /&gt;
&lt;br /&gt;
Rkyeun taunts people who complain about their low FPS by calling them pansy elves.&lt;br /&gt;
:People who complain about FPS while getting 40FPS are not worthy of dwarven glory.&lt;br /&gt;
:People who complain about FPS while getting 60FPS should go back to their goblin towers and continue breeding children so they can collect their goblin welfare check and go about their short impatient lives.&lt;br /&gt;
:People who donate to buy Rkyeun one of those sweet gaming rigs that can actually GET high FPS will forever be immune to such ridicule.&lt;br /&gt;
:Everyone else is still a pansy elf with their rope reed trousers designated for dumping.&lt;br /&gt;
&lt;br /&gt;
Things Rkyeun might think are a good idea, and encourages discussion about on his talk page.&lt;br /&gt;
:Let dwarves have Mining and Woodcutting active at the same time if they are set to use two weapons.&lt;br /&gt;
:Make [VERMINHUNTER] not imply [SELF_ADOPTING].&lt;br /&gt;
:Allow pets for butcher/slaughter/caging/pitting and just give the owner a negative thought about it.&lt;br /&gt;
:Arrival of dwarves should not somehow trigger physics to remember about evaporation. Murky pools that would have been gone in dry climates should be gone when the dwarves get there.&lt;br /&gt;
:At least until alpha is done, the kinds of tools that are in Tweak's Gibbed stuff should just be IN the game so we can work around, find, and help report bugs.&lt;br /&gt;
:The donation page should have lists of suggestions or things to still be implemented, and when you donate money that money counts as a sort of vote as to what to fix/develop next.&lt;br /&gt;
:If you have a volcano with magma flow at the bottom, fire imps and magma men should respawn there when killed.&lt;br /&gt;
::How many you have at once should increase with the age of your fortress.&lt;br /&gt;
:::and decrease by tossing living creatures into it so they fall through the magma flow square at the bottom.&lt;br /&gt;
:Dwarves shouldn't fetch, carry, or store their money. Let it stay in large coin stacks and just know they they own it and that there is enough. It can stay in the stockpile, it just has to exist. If it gets destroyed, NOW they should tantrum because their life savings just got wiped out, and maybe they then sell some of their possessions to afford things they want.&lt;br /&gt;
:Seriously, if you're going to get upset about your clothes being rotten, maybe you should TAKE THEM OFF and wear the OTHER FIVE SETS OF NEW CLOTHES at the same time.&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29019</id>
		<title>User:Rkyeun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Rkyeun&amp;diff=29019"/>
		<updated>2008-11-02T20:27:28Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rkyeun is a retarded monkey usually seen carrying a soldering iron in one hand and a stack of flowcharts in the other. He typically poses absurd or theoretical questions about game mechanics for novelty value, and creates plans without regard to their difficulty of construction nor ineffectiveness in operation.&lt;br /&gt;
&lt;br /&gt;
Rkyeun gets very low FPS, even on the title screen, and often plays between 3 and 16 FPS.&lt;br /&gt;
:Partial Print has since let him get 24-18 FPS.&lt;br /&gt;
&lt;br /&gt;
Rkyeun taunts people who complain about their low FPS by calling them pansy elves.&lt;br /&gt;
&lt;br /&gt;
People who complain about FPS while getting 40FPS are not worthy of dwarven glory.&lt;br /&gt;
&lt;br /&gt;
People who complain about FPS while getting 60FPS should go back to their goblin towers and continue breeding children so they can collect their goblin welfare check and go about their short impatient lives.&lt;br /&gt;
&lt;br /&gt;
People who donate to buy Rkyeun one of those sweet gaming rigs that can actually GET high FPS will forever be immune to such ridicule.&lt;br /&gt;
&lt;br /&gt;
Everyone else is still a pansy elf with their rope reed trousers designated for dumping.&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rkyeun&amp;diff=41886</id>
		<title>User talk:Rkyeun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rkyeun&amp;diff=41886"/>
		<updated>2008-11-02T20:26:20Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what about those of us who complain when their FPS drops from 150? XD [[User:N9103|Edward]] 00:44, 23 May 2008 (EDT)&lt;br /&gt;
:I'll send tentacle demons to steal your computer. [[User:Rkyeun|Rkyeun]] 12:55, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Partial Print lets me get 24-18FPS. Thank you. [[User:Rkyeun|Rkyeun]] 15:26, 2 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraver&amp;diff=37997</id>
		<title>40d Talk:Engraver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraver&amp;diff=37997"/>
		<updated>2008-10-29T03:44:58Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;This may not be desirable since a number of other valuable skills that are harder to train.  In such cases, consider [[pump operator|pump operating]] an alternative.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
what are you trying to tell us? --[[User:Koltom|Koltom]] 21:44, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Full paragraph quote:&lt;br /&gt;
::However, if engraving is a dwarf's highest skill, it is likely that if that dwarf enters and completes a [[strange mood]], then the dwarf will reach legendary status in engraving. This may not be desirable since a number of other valuable skills that are harder to train. In such cases, consider [[pump operator|pump operating]] an alternative.&lt;br /&gt;
:Makes perfect sense to me. &amp;quot;This&amp;quot; refers to conclusion of the previous sentance. Your moody engravers become legendary engravers (which im not sure is accurate for most recent vers; bears testing). So less engravers = less wasted moods. [[User:VengefulDonut|VengefulDonut]] 00:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::What's so bad about legenday engraver?  Really helps kill those sadness streaks dwarves get when friends die - &lt;br /&gt;
&lt;br /&gt;
::Quoted from the forums:&lt;br /&gt;
:::Dwarf 1:woe is me, my best friend the military champion died and he's gone and rotted away in the air :(&lt;br /&gt;
:::Dwarf 2:Hey did you see that new legendary dining room with all the masterpiece engravings and exceptional aluminium chairs and tables?&lt;br /&gt;
:::Dwarf 1:Hey was I sad before oh well I'm happy now :D&lt;br /&gt;
&lt;br /&gt;
::--[[User:Frostedfire|Frostedfire]] 07:06, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The thing about engravers is that for the most part they advance in skill quickly on their own, unless you have very little stone or ice in your fortress.  So getting a legendary engraver through a strange mood is  a bit of a waste, considering there are some skills that are harder and more time consuming to train (like glassmaking and metalsmithing skills).&lt;br /&gt;
[[User:Bouchart|Bouchart]] 13:58, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Read again, ''carefully''. Among other things, the grammar is mangled. I can only guess the intended meaning: If you have spare dwarves, let them pump, not engrave, cos a legendary pump operator is more valuable. But the intention of the writer is not clear. Also: why pump operator? You don't necessarily have a setup where you can pump away without undesired consequences. And who uses manual pumping anyway with the beautiful and efficient machinery available? --[[User:Koltom|Koltom]] 17:07, 27 February 2008 (EST)&lt;br /&gt;
:::The grammar is fine. There's a bit of a style issue with the long sentence. I really don't see what's confusing about it. It advocates using pump operating instead of engraving to raise dwarf stats because a moods can't buff the pump operating skill. [[User:VengefulDonut|VengefulDonut]] 17:22, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This may not be desirable since '''there is''' a number of other valuable skills that are harder to train. &lt;br /&gt;
&lt;br /&gt;
This may not be desirable since a number of other valuable skills &amp;lt;s&amp;gt;that are&amp;lt;/s&amp;gt; is harder to train.&lt;br /&gt;
&lt;br /&gt;
Now, IANANS, but i did sleep this time ;).&lt;br /&gt;
&lt;br /&gt;
Sorry to nitpick but grammar aside there were just to many details implied but not mentioned. How about the current reword?--[[User:Koltom|Koltom]] 17:48, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Legendary clerk/bookkeeper==&lt;br /&gt;
I can verify this would never happen from a strange mood. On the other verify, has anyone witnessed an Engraver become anything else than a Legendary engraver after a strange mood?&lt;br /&gt;
&lt;br /&gt;
== Recursive ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf carve an masterpiece image of herself carving a masterpiece image. Narcissism?&lt;br /&gt;
: Worse - Recursion. --[[User:Bilkinson|Bilkinson]] 14:32, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange mood? How? ==&lt;br /&gt;
How can an engraver enter a strange mood? What workshop does he take over? Does he demand a smoothed, undamaged section of wall designated for engraving?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 14:21, 28 October 2008 (EDT)&lt;br /&gt;
: He enters a strange mood by adding a blinking exclamation mark to himself. He takes over a mason's shop or a craftsdwarf shop, or some other shop if he had a good skill in it. He demands the same random barrage of stuff anybody else requires, sometimes with the base material related to the shop he's in. No, he does not demand a smooth section of wall, but you can bet there'll be an image of himself recursively engraving that selfsame image on it. --[[User:Rkyeun|Rkyeun]] 23:44, 28 October 2008 (EDT)&lt;br /&gt;
: Mine have consistently taken over a Mason's Workshop. And yes, they do a bit of masonry and get Legendary engraving. It doesn't make sense, but there it is. This may change with The Toady One's planned change to engraving to allow gemstones to be incorporated for detail work (thereby allowing one to gather materials for an artifact). -[[User:Fuzzy|Fuzzy]] 16:04, 28 October 2008 (EDT)&lt;br /&gt;
: Addendum - According to the [[Strange mood]] article, like Miners, they sometimes take over a Craftsdwarf workshop instead and create a stone craft instead of furniture. I would guess that it's because Miners and Engravers are of the &amp;quot;stone type&amp;quot; that they get these two options. -[[User:Fuzzy|Fuzzy]] 16:08, 28 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39884</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39884"/>
		<updated>2008-10-23T21:18:42Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finished off a goblin invader ==&lt;br /&gt;
&lt;br /&gt;
Just fended off my second invasion of goblins first with trolls.(I love cage traps)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer. I'd like to give him a hammer (a weak one) for effort :) My point is that he'll help fighting.--[[User:Seaneat|Seaneat]] 18:18, 2 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=556</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=556"/>
		<updated>2008-10-21T10:02:17Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Order descends newest to oldest. Use edit to add a newer section.&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
&lt;br /&gt;
When trying to load the page I get this error:&lt;br /&gt;
&lt;br /&gt;
Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
&lt;br /&gt;
It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
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== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
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ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&lt;br /&gt;
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That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
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== Offline Version? ==&lt;br /&gt;
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Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
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:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
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:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
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:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
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:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
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== Coincidence? ==&lt;br /&gt;
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I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
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:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
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::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
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== Russian Interwiki == &lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
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== Many Laughs ==&lt;br /&gt;
Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
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:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
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== Navigation on bottom ==&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
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:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
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::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
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:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
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::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
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:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
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::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
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== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
:::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
:::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
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== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
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== Quote randomization ==&lt;br /&gt;
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VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
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:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
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::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
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:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
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::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
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:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
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::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
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:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
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::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
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:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
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::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
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:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
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::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;&amp;lt;totalquotenum&amp;gt;&amp;lt;/sub&amp;gt;, so I don't think it's really needed.&lt;br /&gt;
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== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
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:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
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== German Translation ==&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
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== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
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== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
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== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
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I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
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:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
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Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
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== Demystify messages? ==&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
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Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
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== Importing old entries ==&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
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I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
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== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
:Would like to second the build-tree suggestion.  New player here, and I use the wiki to reference items I require but do not know how to build.  I may be a bit slow, but it took me half a year to figure out I needed a Weaponsmith to make new Iron Picks.  The wiki page only mentions the Metalsmith's Forge, and it never occurred to me that Weaponsmiths use the same workshop, since a pick is physically both wood and iron.  Having a description that says exactly what is needed to create an item would be very useful for new players.  --[[User:T.D.|tuxdelux]] 15:15, 8 October 2008 (EDT)&lt;br /&gt;
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== Change guide? ==&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
::*The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Possible bugs ==&lt;br /&gt;
&lt;br /&gt;
Hi, this is my first time writing to any wiki.&lt;br /&gt;
&lt;br /&gt;
I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
&lt;br /&gt;
Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
&lt;br /&gt;
== alternate site???? ==&lt;br /&gt;
&lt;br /&gt;
there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
&lt;br /&gt;
That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Just for the record, does anybody mind if I put a link to the [[Main Page/Quote Archive]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shutting down the archive ==&lt;br /&gt;
&lt;br /&gt;
In about two weeks, I will shutdown the read-only archive (http://archive.dwarffortresswiki.net) as I believe we've been using the current versions long enough. I'm also looking at ways to reduce the server load, disk space used and bandwidth consumed. So there. If articles were not ported to the current wiki, please do ASAP. If you have objections, please speak now. --[[User:Senso|Senso]] 12:33, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Regarding outright deletion: I'd prefer you didn't.  Is there at least a way to preseve it in some downloadable format?  The old version of the game was interesting in its intrinsic danger, and besides that, I have a succession game using that version.  I think a downloadble, locally-running copy would be a good idea.--[[User:Dadamh|Dadamh]] 13:19, 11 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Mediawiki allows for database dumps to be made. Any chance you could do this? I am interested in this content. See http://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki - you'd just follow the procedures for an xml dump and make the resulting files available for a limited time. [[User:Random832|Random832]] 17:14, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSA ==&lt;br /&gt;
&lt;br /&gt;
While the intention is great, the main page isn't the place to post it.&lt;br /&gt;
It should be added to the editing/creating dialog, probably so that it appears under any previews, and above the actual editing box. --[[User:N9103|Edward]] 16:53, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Gladly - just tell me how to do it without the required permissions. --[[User:GreyMario|GreyMaria]] 19:50, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It was my intention that you would bring it up to Senso to do it. --[[User:N9103|Edward]] 22:35, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Agreed, putting editing pet peeves at the top of the main page is overkill.  Ask Senso to make the changes Edward suggests.--[[User:Maximus|Maximus]] 01:34, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Frankly, I think it's important enough, and unknown enough, that it should stay on the front page. -- [[User:RomeoFalling|RomeoFalling]] 20:58, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If it does stay on the main page, professionalize it a bit more and remove the sigs. My vote's for taking it down anyways. I almost hit revert as a &amp;quot;knee-jerk response to vandalism&amp;quot;. The main page article is not a place to air your grievances about how people edit. --[[User:Rkyeun|Rkyeun]] 06:02, 21 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36846</id>
		<title>40d Talk:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36846"/>
		<updated>2008-10-05T01:55:24Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Husbandry queries==&lt;br /&gt;
Is it possible to raise cattle? - I have a bull and a cow - will they eventually mate? do i have to cage them or smth? there doesnt seem to be a related workshop (except the butcher 'f course ;)) or skill ? is there an article covering this? --[[User:Koltom|Koltom]] 17:39, 8 February 2008 (EST)&lt;br /&gt;
:Yeah the cow will have some calves sooner or later.--[[User:Ikkonoishi|Ikkonoishi]] 17:46, 8 February 2008 (EST)&lt;br /&gt;
::They ''should be'' [[milk]]able at a [[farmers workshop]] but it seems it is not implemented yet. Do you really want to run a dairy farm, or a [[Dwarf Fortress:About|dwarven fortress]]?? ;) [[User:GarrieIrons|GarrieIrons]] 22:01, 8 February 2008 (EST)&lt;br /&gt;
Yes, it is not implemented yet. My question however was aimed at meat. But actually i would '''love''' to run a dairy ''inside'' a dwarven fortress ;) imagine the happy thoughts of Tobul drinking her first cup of home-made cow milk she so loves.. --[[User:Koltom|Koltom]] 12:41, 9 February 2008 (EST)&lt;br /&gt;
:I guess a related question is, does the game follow real-world herd management: 1 bull can mate with about 30 cows, or as the article currently implies do you need &amp;quot;breeding pairs&amp;quot; (which actually makes expanding a herd a quite difficult task).&lt;br /&gt;
:So far it is hard to monitor this because you don't know which is the mother cow and if you cage animals they just don't breed. And without caging them, it is difficult to keep animals from wandering over the whole map (mine seem to spend most of their time in my dining rooms though... yum yum cat tallow biscuits surrounded by the aroma of cow shit!)[[User:GarrieIrons|GarrieIrons]] 23:13, 15 February 2008 (EST)&lt;br /&gt;
::One male is enough. I had twenty cows popping calves almost simultaneously (inn a couple of days), with only one bull.&lt;br /&gt;
I bet that bulls will be milkable for few versions after milking cows will be implemented... --[[User:Someone-else|Someone-else]] 00:15, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade for a bull? The liaison screen only lets you request &amp;quot;cow&amp;quot;, so I assume this will also (randomly) include bulls?&lt;br /&gt;
I started with one female cow, and managed to trade for another. Then one of my cows gave birth (mated with a caravan bull perhaps?) - to two happy, healthy... ''female'' calves. Now I've just traded for ''another'' female cow. At the moment all I can do is keep them tied up in my paddock, and enjoy their haunting moos... --[[User:Raumkraut|Raumkraut]] 22:36, 20 June 2008 (EDT)&lt;br /&gt;
:I think it says in one of the tutorials, and I've found it to be the case, that animals selected at embark alternate gender. So, if you get two cows, one will be a bull. If you get four, two will be, and so on. --[[User:Zombiejustice|Zombiejustice]] 22:57, 20 June 2008 (EDT)&lt;br /&gt;
::Yes, but embarkation cows are '''expensive'''! I was operating under the assumption that animals alternated gender throughout the game, not just during initial selection, which from memory seemed to be the case - until that particular game! --[[User:Raumkraut|Raumkraut]] 19:23, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cow ages? ==&lt;br /&gt;
&lt;br /&gt;
What's the age a calf must become to grow into a cow or bull? I've read the .txt but I can't find a [CHILD] or [BABY] token.&lt;br /&gt;
:They have the [CHILD:1] token, so I think they go straight from calves to adults when they turn 1 year old. --[[User:BahamutZERO|BahamutZERO]] 01:50, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smelting Cows? ==&lt;br /&gt;
I've heard the phrase tossed about, can you actually pop cows out of the smelter? How does that work? [[User:Rkyeun|Rkyeun]] 21:55, 4 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6673</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6673"/>
		<updated>2008-10-04T08:02:13Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: glass portals added to tileset list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
===How to stretch the tile sets for bigger display===&lt;br /&gt;
Simply change [GRAPHICS_BLACK_SPACE:?] and [BLACK_SPACE:?] to NO in the init/init.txt, depending on whether you are using the graphics mode or not.  This will stretch the window to the size you specified in [WINDOWEDX:?] and [WINDOWEDY:?] or FULLSCREENX:?] and [FULLSCREENY:?] or [GRAPHICS_WINDOWEDX:?] and [GRAPHICS_WINDOWEDY:?] or [GRAPHICS_FULLSCREENX:?] and [GRAPHICS_FULLSCREENY:?] depending on which mode you run DF in. (NORMAL|GRAPHICS + WINDOWED|FULLSCREEN)&lt;br /&gt;
&lt;br /&gt;
IMPORTANT NOTES:&lt;br /&gt;
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)&lt;br /&gt;
* Take note however that you need to set the the window size correctly. &lt;br /&gt;
&lt;br /&gt;
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.&lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you choose window width to be 1600, i.e. [GRAPHICS_WINDOWEDX:1600] in init/init.txt file,  then your height should be 1600/3.2 which gives 500, i.e. [GRAPHICS_WINDOWEDY:500] in init/init.txt.  This will automatically stretch your character tiles and gfx tiles accordingly.  &lt;br /&gt;
&lt;br /&gt;
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).  &lt;br /&gt;
*: Example: &lt;br /&gt;
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.&lt;br /&gt;
&lt;br /&gt;
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.&lt;br /&gt;
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).&lt;br /&gt;
&lt;br /&gt;
===How to increase number of tiles shown keeping the tile size the same===&lt;br /&gt;
See [[Custom grid]].&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Used for background tiles in the intro CMV, rarely used elsewhere&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages, used for background on the title screen/menu&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, glass portal, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, [[Stingray]]s#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| [[Cave Lobster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| No use?&lt;br /&gt;
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&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
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{{Game Interface FAQ}}&lt;br /&gt;
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[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21151</id>
		<title>40d Talk:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21151"/>
		<updated>2008-09-25T04:03:29Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is considered ''dated'' on this page? Does it still deserve the category/template? --[[User:Markavian|Markavian]]&lt;br /&gt;
:I applied the tag because of the information regarding dumping multiple stones into one tile, because it may be regarded as an exploit that could be removed somewhere down the line. I'm not sure if that's the right way to use that template. If not, just kill it. -- [[User:EighenIndemnis|EighenIndemnis]] 16:32, 5 November 2007 (EST)&lt;br /&gt;
::You can expand the stonedumping trick to all sorts of other things. If you just mark every ore you dig up as &amp;quot;dump,&amp;quot; and have your dump near where your metal industry is to be formed, then you can just undesignate all the ore at once and have a huge pile of raw materials RIGHT THERE for your smelters. [[User:Kefkakrazy|Kefkakrazy]] 17:27, 5 November 2007 (EST)&lt;br /&gt;
:::Even better miasma will not travel along diagonals. so you can put a hole in the roof just above one of the tiles past the corner of your craftdwarfs shop and choose dwarves chasm bones, skulls, shells, and all. Then set your fisherdwarves loose. Your dwarves will collect all that rotting fish, and dump it all down that hole where it will rot into bones and shells. Then unforbid it and make tons of crafts from the bones and shells. --[[User:Ikkonoishi|Ikkonoishi]] 21:37, 15 November 2007 (EST)&lt;br /&gt;
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== what happened here? ==&lt;br /&gt;
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Something went wrong somewhere... I'm sorry, I don't know how i managed to screw up this page... :(&lt;br /&gt;
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I'll leave it alone now... &lt;br /&gt;
-Uberubert&lt;br /&gt;
:Don't worry, wikis are built to be reverted to older copies when needed. [[User:Vanan|Vanan]] 12:01, 15 November 2007 (EST)&lt;br /&gt;
:Avoid using the &amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt; &amp;lt;/pre&amp;gt;&amp;lt;/nowiki&amp;gt; tags when possible.  This causes editing of sections to look correct in previews, but to screw up horribly when saved.  If you want to do fixed-width formatting, prefix lines with a space &amp;quot; &amp;quot;. [[User:Julius|Julius]] 18:27, 15 November 2007 (EST)&lt;br /&gt;
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== Bookkeeper skill and dumping ==&lt;br /&gt;
Does it require a certain bookkeeper skill to dump from the status screen? -Noctune9&lt;br /&gt;
&lt;br /&gt;
:It seems like &amp;quot;per item&amp;quot; stocks screen commands require that you have enough precision to prevent quantity rounding for that item class (stones).  So if your bookkeeper hasn't done enough work, or your bookkeeper's precision setting isn't high enough, you probably can't browse a list of every stone in your fortress, which means you can't dump 'em.  Is that consistent with your situation? --[[User:Marble Dice|Marble Dice]] 12:55, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minor Edit ==&lt;br /&gt;
I changed the &amp;quot;not really necessary&amp;quot; section to reflect that scheduling a rock for a task will make it immovable and block construction, whereas an ignored rock will simply be shoved aside. As such, the only bad rock is a rock the player has a grudge against.--[[User:Shadow archmagi|Shadow archmagi]] 23:08, 22 July 2008 (EDT)&lt;br /&gt;
:The problem is that you can't bump the priority of item hauling - so inevitably, the rock in the way is the last one on the job queue not the first one. If you could get to the jobs screen from the map page and then move items up or down the order list that would go a long way toward fixing the problem with stones being in the way because some dwarf is waiting to haul it to the right spot.[[User:GarrieIrons|GarrieIrons]] 21:37, 18 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== efficiency ==&lt;br /&gt;
&lt;br /&gt;
has anyone actually worked out...&lt;br /&gt;
is it more efficient for wall building (quality doesn't matter) to just make your masons do all the walking, or to use a skilled mason (who builds walls quickly) and a bunch of haulers to bring stone a distance of (x)?&lt;br /&gt;
I get that there is a distance where you just get the mason to move the stone... beyond that using a high skilled mason is &amp;quot;intuitively&amp;quot; inefficient. But what is the furthest I should have my skilled mason walking to pick up a stone?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 21:40, 18 September 2008 (EDT)&lt;br /&gt;
:It's more efficient to have all your haulers with masonry enabled and the workshop assigned to the skilled mason. He continues to make masterpiece tables, while when you designate an area for construction each hauler grabs a rock, walks up, and DROPS your building into place more or less in one massive step and then goes about their business. [[User:Rkyeun|Rkyeun]] 00:03, 25 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10095</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10095"/>
		<updated>2008-09-20T18:36:25Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Selling Nobles&lt;/p&gt;
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&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
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I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
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:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
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::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
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&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
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I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
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I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
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==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
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== Not 100? ==&lt;br /&gt;
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I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
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I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
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:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
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== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
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I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
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== Killing nobles ? ==&lt;br /&gt;
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Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
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Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
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(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
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:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
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::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
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== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
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== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Category? ==&lt;br /&gt;
&lt;br /&gt;
I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30183</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30183"/>
		<updated>2008-09-17T23:29:15Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Forgot to sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;br /&gt;
* wouldn't that cause a game-over?  Berserk dwarves are &amp;quot;hostile&amp;quot; like a goblin [[User:Coelocanth|Coelocanth]] 22:30, 30 November 2007 (EST)&lt;br /&gt;
:A berzerk dwarf will not eat, drink, or sleep so even if it does not cause a game over, he will eventually starve. --[[User:BurnedToast|BurnedToast]] 22:32, 30 November 2007 (EST)&lt;br /&gt;
:: What if you reclaim the fort after the he kills everyone? The berserk dwarf might still be standing around, just like sane dwarfs sometimes are if you abandon and then reclaim. [[User:Diabl0658|Diabl0658]] 22:38, 30 November 2007 (EST)&lt;br /&gt;
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i just recived the anouncment &amp;quot;muskox has gone stark raving mad&amp;quot; i have no dwararves named muskox, so can tame animals go mad?&lt;br /&gt;
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==Smoking Gnu's conundrum==&lt;br /&gt;
&lt;br /&gt;
 ####&lt;br /&gt;
 #WWW#&lt;br /&gt;
 #W@W#&lt;br /&gt;
  WWW#&lt;br /&gt;
   ###&lt;br /&gt;
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 W=Workshop&lt;br /&gt;
 #=Constructed walls&lt;br /&gt;
 @=Berserk dwarf&lt;br /&gt;
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Conundrum: My food stockpiles are very close to the mad dwarf, so no one will approach them. The walls can't be taken down, due to the dwarves being to scared to do so. None of my military can access the mad dwarf, due to the walls. Even when in the military, my dwarves are interrupted before they can eat. How do I stop my fortress from starving? The winner gets to openly critisize my lack of common sense due to walling off a posessed dwarf near a food stockpile.--[[User:Smoking Gnu|Smoking Gnu]] 20:34, 3 January 2008 (EST)&lt;br /&gt;
:One possibility is simply to move operations away from the dwarf until he dies.  I'd like to suggest drowning, but something tells me the dwarves digging out a waterway on the z-level above will be frightened off before they finish the job.  The impatient leader might cave in the entire area to the next level and rebuild from scratch.[[User:Fedor|Fedor]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Aside from using a utility to change the dwarf in some way (teleport, maybe?), I'm clueless.  Nice conundrum.--[[User:Maximus|Maximus]] 02:18, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent idea, fedor! The problem is, however, that the above figure is''above'' ground. I know I didn't mention this before, so you win! (Also, pretty much all of my food stockpiles were really close to the maddwarf and thus inaccessible, thus making it impossible to &amp;quot;mocve operations) I'll probably just hope my farms(which aren't close to the maddwarf) will yeild their crops soon, that way I'll be able to wit the dwarf out and deal with the tantrumers. P.S: Thanks Maximus, I hoped it would be a good conundrum!--[[User:Smoking Gnu|Smoking Gnu]] 11:15, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Starting some distance away so dwarves do not get scared, build stairs up some distance into the sky. Marksdwarves will be able to shoot down over the wall of the workshop and kill him. [[User:Rkyeun|Rkyeun]] 19:29, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
...so, what're the details on Project Water Bow? I'm very interested. --[[User:Savok|Savok]] 22:20, 5 February 2008 (EST)&lt;br /&gt;
:The guy took it off the page cause it's been discovered from several sources that water pressure has almost no effect on creatures. 1-2 squares at most, and that's probably an overstatement. --[[User:N9103|Edward]] 02:22, 6 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30182</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30182"/>
		<updated>2008-09-17T23:28:32Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Smoking Gnu's Conundrum Solved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;br /&gt;
* wouldn't that cause a game-over?  Berserk dwarves are &amp;quot;hostile&amp;quot; like a goblin [[User:Coelocanth|Coelocanth]] 22:30, 30 November 2007 (EST)&lt;br /&gt;
:A berzerk dwarf will not eat, drink, or sleep so even if it does not cause a game over, he will eventually starve. --[[User:BurnedToast|BurnedToast]] 22:32, 30 November 2007 (EST)&lt;br /&gt;
:: What if you reclaim the fort after the he kills everyone? The berserk dwarf might still be standing around, just like sane dwarfs sometimes are if you abandon and then reclaim. [[User:Diabl0658|Diabl0658]] 22:38, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
i just recived the anouncment &amp;quot;muskox has gone stark raving mad&amp;quot; i have no dwararves named muskox, so can tame animals go mad?&lt;br /&gt;
&lt;br /&gt;
==Smoking Gnu's conundrum==&lt;br /&gt;
&lt;br /&gt;
 ####&lt;br /&gt;
 #WWW#&lt;br /&gt;
 #W@W#&lt;br /&gt;
  WWW#&lt;br /&gt;
   ###&lt;br /&gt;
&lt;br /&gt;
 W=Workshop&lt;br /&gt;
 #=Constructed walls&lt;br /&gt;
 @=Berserk dwarf&lt;br /&gt;
&lt;br /&gt;
Conundrum: My food stockpiles are very close to the mad dwarf, so no one will approach them. The walls can't be taken down, due to the dwarves being to scared to do so. None of my military can access the mad dwarf, due to the walls. Even when in the military, my dwarves are interrupted before they can eat. How do I stop my fortress from starving? The winner gets to openly critisize my lack of common sense due to walling off a posessed dwarf near a food stockpile.--[[User:Smoking Gnu|Smoking Gnu]] 20:34, 3 January 2008 (EST)&lt;br /&gt;
:One possibility is simply to move operations away from the dwarf until he dies.  I'd like to suggest drowning, but something tells me the dwarves digging out a waterway on the z-level above will be frightened off before they finish the job.  The impatient leader might cave in the entire area to the next level and rebuild from scratch.[[User:Fedor|Fedor]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Aside from using a utility to change the dwarf in some way (teleport, maybe?), I'm clueless.  Nice conundrum.--[[User:Maximus|Maximus]] 02:18, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent idea, fedor! The problem is, however, that the above figure is''above'' ground. I know I didn't mention this before, so you win! (Also, pretty much all of my food stockpiles were really close to the maddwarf and thus inaccessible, thus making it impossible to &amp;quot;mocve operations) I'll probably just hope my farms(which aren't close to the maddwarf) will yeild their crops soon, that way I'll be able to wit the dwarf out and deal with the tantrumers. P.S: Thanks Maximus, I hoped it would be a good conundrum!--[[User:Smoking Gnu|Smoking Gnu]] 11:15, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Starting some distance away so dwarves do not get scared, build stairs up some distance into the sky. Marksdwarves will be able to shoot down over the wall of the workshop and kill him.&lt;br /&gt;
&lt;br /&gt;
...so, what're the details on Project Water Bow? I'm very interested. --[[User:Savok|Savok]] 22:20, 5 February 2008 (EST)&lt;br /&gt;
:The guy took it off the page cause it's been discovered from several sources that water pressure has almost no effect on creatures. 1-2 squares at most, and that's probably an overstatement. --[[User:N9103|Edward]] 02:22, 6 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27720</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27720"/>
		<updated>2008-09-13T15:41:02Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: dragons intentionally burn in lava&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Possessed by fire snake. Allows them to burn items they are standing on (food stockpile infested with fire snakes will be covered in spilled booze)?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land. (Note: No longer valid. Use [IMMOBLE_LAND].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1686</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1686"/>
		<updated>2008-09-11T04:02:55Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: compounding the comedy very slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Doors''' are [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), or [[metal]] (at a [[metalsmith's forge]]). You can also make [[glass]] doors (called '''portals''') at a [[glass furnace]]. 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, because Toady hates tileset makers{{verify}}. 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}}.&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;
== 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;
== &amp;quot;Building&amp;quot; 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 adjacent to a wall. Locked doors and [[statue]]s do not count as walls for door-building purposes anymore. For the same result of the statue-door-move statue trick in previous versions to build an infinite line of doors, instead use a constructed wall segment. Doors will not &amp;quot;fall down&amp;quot; when the constructed wall is removed. They will, however, fall down if a non-constructed wall they are attached to is mined out and they have no other support.&lt;br /&gt;
&lt;br /&gt;
== Door construction ==&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;
Trolls and most megabeasts can destroy doors.&lt;br /&gt;
&lt;br /&gt;
==Doors ajar==&lt;br /&gt;
Sometimes [[dwarves]] will leave items in [[door]]s, propping them open. Having a door open when it should be closed can lead to all sorts of disasters with [[water]], [[magma]] and hostile [[creatures]].&lt;br /&gt;
&lt;br /&gt;
To remove an item from a doorway designate a [[garbage dump]] (preferrably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labour enabled will come along and shift it.&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. &amp;lt;bR&amp;gt;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>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23009</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23009"/>
		<updated>2008-09-11T04:00:25Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&lt;br /&gt;
:::You make large gems by having a legendary gem cutter try several times. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
::Can't make glass bars. You can make raw glass which comes out as a rough gem, or you can make glass blocks. Glass blocks are not gems and one cannot become the other. [[User:Rkyeun|Rkyeun]] 00:00, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
:no, but normal rough gems will occasionally be cut into a large gem- the item does get a quality modifier. (and that is usually how legendary gem cutters are born)&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I found it t0o... I'll see if I can add the info. [[User:Zara|Zara]] 11:45, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{game Data|&lt;br /&gt;
[MATGLOSS_STONE:MOONSTONE]&lt;br /&gt;
&lt;br /&gt;
[VALUE:2][COLOR:7:7:1][TILE:15][GEM:moonstone:STP]&lt;br /&gt;
&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]}}[[User:VengefulDonut|VengefulDonut]] 11:25, 12 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29066</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29066"/>
		<updated>2008-09-11T03:43:50Z</updated>

		<summary type="html">&lt;p&gt;Rkyeun: Fixed typos, dragon info, grass trample info.&lt;/p&gt;
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&lt;div&gt;== Tameable? ==&lt;br /&gt;
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Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
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== Disappointment ==&lt;br /&gt;
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I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
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== Tiny? ==&lt;br /&gt;
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Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
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== Burning items ...  ==&lt;br /&gt;
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IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
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Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
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== They're [FANCIFUL]...? ==&lt;br /&gt;
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I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
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:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
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::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
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== After being tamed ==&lt;br /&gt;
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Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
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== Spawning Injured? ==&lt;br /&gt;
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I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
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It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
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:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
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:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
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== Dragon Footprints ==&lt;br /&gt;
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From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
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'''Krinkle posted:'''&lt;br /&gt;
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holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
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''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
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I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
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Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
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:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rkyeun</name></author>
	</entry>
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