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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5172</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5172"/>
		<updated>2008-08-12T00:26:45Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Soapers etc.&lt;/p&gt;
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&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
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:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
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::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
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:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
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I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
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I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
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The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
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:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
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Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
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It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
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One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
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List of non-trade skills:&lt;br /&gt;
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* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
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Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
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* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
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Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
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* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
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:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
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I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
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I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
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Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
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* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
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Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9361</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9361"/>
		<updated>2008-08-12T00:04:39Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: combined =migrant= with general info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season. A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your fortress, they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
The total number of dwarves in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
If your dwarves are very industrious &amp;lt;small&amp;gt;numbers would be helpful here&amp;lt;/small&amp;gt;, you can expect to receive ten or more migrants in the first immigration wave, which can occur in autumn or even in summer of your first year. Immigration does usually occur from mid-spring of the second year on.&lt;br /&gt;
&lt;br /&gt;
Migrants seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created [[Wealth]]&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game. Forbidden items however are not added to your wealth; it is unclear if they still influence immigration.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]].{{verify}} If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. This is not the only factor that influences immigration though. &lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including pets, kids and spouses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
The immigrants' skills/careers might be influenced by the type and number of workshops available, but also might be influenced by the population of the surviving dwarven civilizations.(similar to that goblins sometimes have humans in their armies, that were previously snatched from you!)&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get marksdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]]. Lock the door at your own discretion.&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Fortress Mode]] ==&lt;br /&gt;
Migrants will enter at the edge of the map, in waves, heralded by an announcement. They will travel single file from this one location until the last one of this wave has arrived. The number in a wave has not been known to exceed 24. Migrants can arrive as early as summer of your first year. They seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession,or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s. Spouses may come as unskilled peasants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smoke&amp;diff=41988</id>
		<title>40d:Smoke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smoke&amp;diff=41988"/>
		<updated>2008-08-11T01:31:48Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smoke is the product of [[fire]].  When items burn, they release smoke into the surrounding area.&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] that inhale smoke will get unhappy [[thoughts]].  They also may get internal injuries or become unconscious.  The presence of smoke means that the dwarf is also reasonably close to a source of fire, which can cause [[losing|fun]] times.&lt;br /&gt;
&lt;br /&gt;
Smoke will not go through closed doors, but it is apparently thick enough to hold doors open if it gets through.&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39977</id>
		<title>40d Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39977"/>
		<updated>2008-08-11T01:26:35Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: multiple workshops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Name Changes ==&lt;br /&gt;
&lt;br /&gt;
I've population of 83 and have a Town Manager.  I've bumped that index to 80+ ... but this is just a guess... I'll pay more attention of further advances and update this as more data comes to me.  I'm using 27.176.38c.  I suppose if i started drowning dwarves i could drop the population enough to trigger the reverse... if that works. :) -- [[User:Vaevictus|Vaevictus]] 12:12, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a population of 202 dwarves with a &amp;quot;City Manager&amp;quot; position. I'm editing the page to reflect that. I am using version 28.181.39e as of this edit. [[User:Aaron5367|Aaron5367]] 15:43, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now I've got a populaton of 220 with the &amp;quot;Metropolis Manager&amp;quot; position. I'm editing again, same version as above. [[User:Aaron5367|Aaron5367]] 09:08, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Certain Jobs ==&lt;br /&gt;
&lt;br /&gt;
Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)&lt;br /&gt;
: I would guess that it was because those two tasks in particular require more information than the manager screen is able to handle. Planting seeds is dependent on too many factors; type of plant, suitable season, which farm plot. Felling trees requires the trees to be specifically marked for felling, as there is currently no other way for the game to determine which trees should be cut down (&amp;quot;that copse just outside the goblin fortress looks ideal&amp;quot;...). -- [[User:Raumkraut|Raumkraut]] 21:30, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What's the use? ==&lt;br /&gt;
&lt;br /&gt;
What's the point in work orders via the manager screen? The only use I've found so far is for glassmaking, to get several batches of ash, then turned into potash, pearlash, and finally glass, without having dwarves cancel the later tasks. But even that seems like it might not fully work. What do people use the manager screen for? --[[User:AlexChurchill|AlexChurchill]] 10:13, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Insofar as the manager interface itself goes, it can be more convenient than tracking down workshops, it allows orders to be set up that won't go away (maybe without you noticing) if materials aren't available right this instant, and you have a summary of what you have going on to look at.  Beyond that, processing work orders trains organizer skill, which is actually a comparatively easy source of legendary dwarves. &amp;amp;mdash;[[User:Chaos|Chaos]] 10:58, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I have, say, 200 plump helmet spawn, and I want to cook, say, 196 of them, I can order 30 and 19 lavish meals via the manager. I can't do that easily without him.&lt;br /&gt;
::In general, if I want a specific number of something that won't fit in the 10 sized queue, I use the manager. --[[User:Savok|Savok]] 11:16, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's very useful if you want a specific number of things, and don't want more than that (as you might get if you just set it to repeat). Also, it gets past the requirement to have the materials available at the time a dwarf decides to start working on it - the job won't be cancelled. --[[User:Tyranic-Moron|Tyranic-Moron]] 12:03, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The section you created based on this wound up slightly misleading.  Jobs that can't be accomplished because of missing materials won't exaaaactly 'just sit there'; they'll keep being requeued and cancelled, which is a good bit more annoying than just sitting there.  Just FYI. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:53, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I just changed my manager to someone else and now my previous manager isn't working. I had an order in the manager window thingie which ordered to make beds. I was trying to make him make beds since he had the highest skill in it... I have wood and accessible carpenter's station available, only allowing him to work there with them ordering beds. Now all he does is hang out in the mayor's office which has a resting from an injury dwarf. Bug? I reseted and it seems he was in a meeting.--[[User:Seaneat|Seaneat]] 04:21, 2 July 2008 (EDT)&lt;br /&gt;
: Just figured he wanted to complain to the mayor which he can't since the guy is resting.&lt;br /&gt;
:: One thing that happens with managers is that dwarves schedule meetings with them to complain about things, and half the time the meetings get screwed up by the dwarf going and doing something else, which stops the manager from doing anything for an extremely long time.  They still try to carry out the meeting after you switch them out of the manager job, too.  As far as I can tell, you have to keep several manager candidates around who you can switch out of the job regularly in order to deal with this. &amp;amp;mdash;[[User:Chaos|Chaos]] 08:22, 2 July 2008 (EDT)&lt;br /&gt;
::: I drafted him, he sparred, mayor got up, undrafted him, he's still &amp;quot;no job&amp;quot;ing. What was I supposed to do? I guess the mayor wanted to complain to the manager, the other way around... Ah...disable labor of the mayor...what else?--[[User:Seaneat|Seaneat]] 17:27, 2 July 2008 (EDT)&lt;br /&gt;
:::: The meetings show up as Attend Meeting or Conduct Meeting when they're being an issue.  If he's in No Job, check his assignments. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== multiple workshops ==&lt;br /&gt;
&lt;br /&gt;
If you set a task on the manager screen for, say, 30 rock tables and 30 rock chairs, and you have 2 mason's workshops, will the manager distribute the workload over the two shops or just use one? --[[User:Tachyon|Tachyon]] 21:26, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10861</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10861"/>
		<updated>2008-08-11T01:19:02Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Migrant skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Long Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant skills ==&lt;br /&gt;
&lt;br /&gt;
Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17252</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17252"/>
		<updated>2008-08-09T18:44:15Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Compulsive seed storage in bags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves store seeds in bags built as chests in other dwarves' rooms? Rather, if you build a bag as a chest in a dwarf's room, will other dwarves store seeds in it? If its owner stores seeds in it, will other dwarves eat them? --[[User:Tachyon|Tachyon]] 14:44, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*you have a ''valid'' i-zone marked for sand collecting? (one that is placed over a tile that reads &amp;quot;X Sand&amp;quot; (not a wall) and has something other than a zero at 'sand collection (X)'?&lt;br /&gt;
*you have a dwarf with ''glassmaking'' enabled?&lt;br /&gt;
*you queued the task at a glass furnace?&lt;br /&gt;
*possibly bags sitting in the/a workshop might be ignored; they have to be on a furniture pile --[[User:Koltom|Koltom]] 09:54, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== chest vs coffer ==&lt;br /&gt;
&lt;br /&gt;
how much difference in value is there between getting a mason to make a coffer out of a gold nugget and a metalsmith to make a chest from gold metal?&lt;br /&gt;
&lt;br /&gt;
Any time I'm letting a mason near native aluminium or native platinum he's usually quite skilled - so far my metalsmiths are outstripping supply of metal bars very quickly so they are still only as skilled as they were when they migrated.[[User:GarrieIrons|GarrieIrons]] 06:22, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check the page for [[value]]. It looks like ore has the same value as the metal. --[[User:Strangething|Strangething]] 02:08, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store your bloody items! ==&lt;br /&gt;
&lt;br /&gt;
My nobles and legendary whatever keep claiming random items and leave them where they lay. Supposedly it might be a problem my dwarves have the same cabinets and coffers since they might have the same room. Anything else I need to know to make my dwarves take care of their bloody belongings? Makes it difficult to place and build things. --[[User:Seaneat|Seaneat]] 13:15, 4 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Heat&amp;diff=44168</id>
		<title>Heat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Heat&amp;diff=44168"/>
		<updated>2008-08-09T18:13:41Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Redirecting to Climate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Climate]]&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Heat&amp;diff=44167</id>
		<title>Heat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Heat&amp;diff=44167"/>
		<updated>2008-08-09T18:13:15Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Redirecting to Temperature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Temperature]]&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plate_mail&amp;diff=33982</id>
		<title>40d Talk:Plate mail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plate_mail&amp;diff=33982"/>
		<updated>2008-08-06T22:23:33Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: how to make dwarves wear plate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how much is platemail worth? [[User:Diabl0658|Diabl0658]] 19:37, 5 January 2008 (EST)&lt;br /&gt;
:Just about all items have their base and multipliers [[Value|here]]. --[[User:N9103|Edward]] 20:05, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== how to make dwarves wear plate ==&lt;br /&gt;
&lt;br /&gt;
I've set a lot of dwarves to wear plate in order to get it out of my stockpile. As soon as I draft them, they put it on, but when I relieve them, they put it back in the stockpile. is there any way to make them wear it when they're not soldiering? is there any reason they shouldn't wear it around town, as it were? --[[User:Tachyon|Tachyon]] 18:23, 6 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20809</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20809"/>
		<updated>2008-08-06T22:18:08Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: dual wielding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Xbow material==&lt;br /&gt;
Do someone know if your crossbow hit harder, or do more damage, when it's made of metal rather than wood or bone in the same way a melee weapon would? --[[User:Eagle of Fire|Eagle of Fire]] 02:42, 28 November 2007 (EST)&lt;br /&gt;
:When it is used in melee - crossbow material is important as all other melee weapons. In ranged only material and quality of the bolt affect it's damage potential. Crossbow's quality level is directly added to the soldier's effective marksdwarf skill increasing his accuracy and rate of fire.--[[User:Another|Another]] 13:11, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== training ===&lt;br /&gt;
&lt;br /&gt;
Does say, hunting with a crossbow increase marksdwarf skill?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: Yes it does. Unfortunately it will also increase hammerdwarf skill ;) --[[User:Koltom|Koltom]] 23:53, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== dual wielding ==&lt;br /&gt;
&lt;br /&gt;
I set one of my marksdwarves to wield 2 crossbows, and he's currently holding them both in the same hand. Can he use them both like this or does it mean he'll just going to be using one of them? --[[User:Tachyon|Tachyon]] 18:18, 6 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7645</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7645"/>
		<updated>2008-08-06T00:05:36Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Advantages of aquifers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquifer''' is a subterranean layer of water-bearing rock or [[soil]].  Attempts to mine through them will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in  [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[Soil|sandy clay loam]]&lt;br /&gt;
*[[Soil|silty clay loam]]&lt;br /&gt;
*[[Soil|loam]]&lt;br /&gt;
*[[Soil|sandy loam]]&lt;br /&gt;
*[[Soil|silt loam]]&lt;br /&gt;
*[[Soil|loamy sand]]&lt;br /&gt;
*[[Soil|silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[Soil|yellow sand]]&lt;br /&gt;
*[[Soil|white sand]]&lt;br /&gt;
*[[Soil|black sand]]&lt;br /&gt;
*[[Soil|red sand]]&lt;br /&gt;
*[[Soil|peat]]&lt;br /&gt;
*[[Soil|pelagic clay]]&lt;br /&gt;
*[[Soil|calcareous ooze]]&lt;br /&gt;
*[[Soil|siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[Soil|clay]]&lt;br /&gt;
*[[Soil|silty clay]]&lt;br /&gt;
*[[Soil|sandy clay]]&lt;br /&gt;
*[[Soil|clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from [[wood]], especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to [[trade]] for stone and [[metal]]s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]].  For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma method===&lt;br /&gt;
If you have access to a supply of [[magma]], you can create your own [[obsidian]] caissons.  The water from the aquifer is not pressurized and magma is chunky, so it is safe to dig [[channel]]s in aquifer.  Though you will have to re-dig a lot of channels due to an element of chance, you can create a pool of magma on the aquifer z-level, and then pinch the pool off from the supply of magma with water.  When it cools (which you can hasten with more water) you can dig down through the middle of a 3x3 patch of obsidian without flooding.  With larger starting patches, you can dig through multiple levels of aquifer.&lt;br /&gt;
&lt;br /&gt;
===The other magma method===&lt;br /&gt;
Magma vents have two outer layers that may allow you to get past the aquifer with minimal effort.  Just outside the magma is a layer of obsidian, which cannot be an aquifer.  Just outside the obsidian is a layer of the surrounding aquifer that has been dried by the [[magma vent]].  Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it.&lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it.&lt;br /&gt;
*To find the water-safe tiles, you can dig down [[stair]]cases on the floor above, which reveal the tile below.  These can later be covered up by constructed [[floor]]s, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled sand layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to [[pump]] the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build [[wall]]s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels.  Just make sure your room on the next level down has a minimum of room allowed for this design.  For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building walls on the outer edges.  As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing.  As a note, pumps can't pump if you build a wall in the space they're pumping from, which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and [[floor]]s.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most blocks of ice on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermediate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one [[biome]], you may be able to dig down in one biome to bridge under an aquifer in another.  This won't work if the aquifer is present in all biomes, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area [[underground]] but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing [[well]]s a simpler task, as well as ensuring easy access to subterranean water supplies. Also, just as water will flow endlessly ''out''  of an aquifer if there is a way out, it will flow endlessly ''into'' an aquifer given time. If you dig a channel into an aquifer, water that runs into the channel will disappear without ever causing it to overflow.&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
*Tunnels dug directly below an aquifer will flood. Go down another level before you ruin all that hard work you spent getting through in the first place.&lt;br /&gt;
*Smoothing an aquifer wall will make it stop leaking water. This is especially useful when you are trying to get through with a pump. A tunnel directly below a smoothed aquifer tile will not flood. Digging through the smoothed wall tile will cause it to leak water again until you have completely dug out the tile.&lt;br /&gt;
*An aquifer wall will not leak water diagonally; it will only add water to tiles directly north/south/east/west.&lt;br /&gt;
*On an ocean [[island]], the aquifer is not potable (unlike aquifers on real-life oceanic islands), so you cannot create drinking water zones from the aquifer.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7644</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7644"/>
		<updated>2008-08-06T00:05:03Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Advantages of aquifers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquifer''' is a subterranean layer of water-bearing rock or [[soil]].  Attempts to mine through them will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in  [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[Soil|sandy clay loam]]&lt;br /&gt;
*[[Soil|silty clay loam]]&lt;br /&gt;
*[[Soil|loam]]&lt;br /&gt;
*[[Soil|sandy loam]]&lt;br /&gt;
*[[Soil|silt loam]]&lt;br /&gt;
*[[Soil|loamy sand]]&lt;br /&gt;
*[[Soil|silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[Soil|yellow sand]]&lt;br /&gt;
*[[Soil|white sand]]&lt;br /&gt;
*[[Soil|black sand]]&lt;br /&gt;
*[[Soil|red sand]]&lt;br /&gt;
*[[Soil|peat]]&lt;br /&gt;
*[[Soil|pelagic clay]]&lt;br /&gt;
*[[Soil|calcareous ooze]]&lt;br /&gt;
*[[Soil|siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[Soil|clay]]&lt;br /&gt;
*[[Soil|silty clay]]&lt;br /&gt;
*[[Soil|sandy clay]]&lt;br /&gt;
*[[Soil|clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from [[wood]], especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to [[trade]] for stone and [[metal]]s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]].  For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma method===&lt;br /&gt;
If you have access to a supply of [[magma]], you can create your own [[obsidian]] caissons.  The water from the aquifer is not pressurized and magma is chunky, so it is safe to dig [[channel]]s in aquifer.  Though you will have to re-dig a lot of channels due to an element of chance, you can create a pool of magma on the aquifer z-level, and then pinch the pool off from the supply of magma with water.  When it cools (which you can hasten with more water) you can dig down through the middle of a 3x3 patch of obsidian without flooding.  With larger starting patches, you can dig through multiple levels of aquifer.&lt;br /&gt;
&lt;br /&gt;
===The other magma method===&lt;br /&gt;
Magma vents have two outer layers that may allow you to get past the aquifer with minimal effort.  Just outside the magma is a layer of obsidian, which cannot be an aquifer.  Just outside the obsidian is a layer of the surrounding aquifer that has been dried by the [[magma vent]].  Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it.&lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it.&lt;br /&gt;
*To find the water-safe tiles, you can dig down [[stair]]cases on the floor above, which reveal the tile below.  These can later be covered up by constructed [[floor]]s, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled sand layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to [[pump]] the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build [[wall]]s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels.  Just make sure your room on the next level down has a minimum of room allowed for this design.  For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building walls on the outer edges.  As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing.  As a note, pumps can't pump if you build a wall in the space they're pumping from, which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and [[floor]]s.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most blocks of ice on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermediate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one [[biome]], you may be able to dig down in one biome to bridge under an aquifer in another.  This won't work if the aquifer is present in all biomes, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area [[underground]] but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing [[well]]s a simpler task, as well as ensuring easy access to subterranean water supplies. Also, just as water will flow endlessly ''out''  of an aquifer, it will flow endlessly ''into'' an aquifer given time. If you dig a channel into an aquifer, water that runs into the channel will disappear without ever causing it to overflow.&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
*Tunnels dug directly below an aquifer will flood. Go down another level before you ruin all that hard work you spent getting through in the first place.&lt;br /&gt;
*Smoothing an aquifer wall will make it stop leaking water. This is especially useful when you are trying to get through with a pump. A tunnel directly below a smoothed aquifer tile will not flood. Digging through the smoothed wall tile will cause it to leak water again until you have completely dug out the tile.&lt;br /&gt;
*An aquifer wall will not leak water diagonally; it will only add water to tiles directly north/south/east/west.&lt;br /&gt;
*On an ocean [[island]], the aquifer is not potable (unlike aquifers on real-life oceanic islands), so you cannot create drinking water zones from the aquifer.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7643</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7643"/>
		<updated>2008-08-06T00:04:48Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Advantages of aquifers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquifer''' is a subterranean layer of water-bearing rock or [[soil]].  Attempts to mine through them will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in  [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[Soil|sandy clay loam]]&lt;br /&gt;
*[[Soil|silty clay loam]]&lt;br /&gt;
*[[Soil|loam]]&lt;br /&gt;
*[[Soil|sandy loam]]&lt;br /&gt;
*[[Soil|silt loam]]&lt;br /&gt;
*[[Soil|loamy sand]]&lt;br /&gt;
*[[Soil|silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[Soil|yellow sand]]&lt;br /&gt;
*[[Soil|white sand]]&lt;br /&gt;
*[[Soil|black sand]]&lt;br /&gt;
*[[Soil|red sand]]&lt;br /&gt;
*[[Soil|peat]]&lt;br /&gt;
*[[Soil|pelagic clay]]&lt;br /&gt;
*[[Soil|calcareous ooze]]&lt;br /&gt;
*[[Soil|siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[Soil|clay]]&lt;br /&gt;
*[[Soil|silty clay]]&lt;br /&gt;
*[[Soil|sandy clay]]&lt;br /&gt;
*[[Soil|clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from [[wood]], especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to [[trade]] for stone and [[metal]]s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]].  For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma method===&lt;br /&gt;
If you have access to a supply of [[magma]], you can create your own [[obsidian]] caissons.  The water from the aquifer is not pressurized and magma is chunky, so it is safe to dig [[channel]]s in aquifer.  Though you will have to re-dig a lot of channels due to an element of chance, you can create a pool of magma on the aquifer z-level, and then pinch the pool off from the supply of magma with water.  When it cools (which you can hasten with more water) you can dig down through the middle of a 3x3 patch of obsidian without flooding.  With larger starting patches, you can dig through multiple levels of aquifer.&lt;br /&gt;
&lt;br /&gt;
===The other magma method===&lt;br /&gt;
Magma vents have two outer layers that may allow you to get past the aquifer with minimal effort.  Just outside the magma is a layer of obsidian, which cannot be an aquifer.  Just outside the obsidian is a layer of the surrounding aquifer that has been dried by the [[magma vent]].  Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it.&lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it.&lt;br /&gt;
*To find the water-safe tiles, you can dig down [[stair]]cases on the floor above, which reveal the tile below.  These can later be covered up by constructed [[floor]]s, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled sand layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to [[pump]] the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build [[wall]]s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels.  Just make sure your room on the next level down has a minimum of room allowed for this design.  For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building walls on the outer edges.  As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing.  As a note, pumps can't pump if you build a wall in the space they're pumping from, which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and [[floor]]s.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most blocks of ice on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermediate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one [[biome]], you may be able to dig down in one biome to bridge under an aquifer in another.  This won't work if the aquifer is present in all biomes, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area [[underground]] but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing [[well]]s a simpler task, as well as ensuring easy access to subterranean water supplies. Also, just as water will flow endlessly '''out'''  of an aquifer, it will flow endlessly '''into''' an aquifer given time. If you dig a channel into an aquifer, water that runs into the channel will disappear without ever causing it to overflow.&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
*Tunnels dug directly below an aquifer will flood. Go down another level before you ruin all that hard work you spent getting through in the first place.&lt;br /&gt;
*Smoothing an aquifer wall will make it stop leaking water. This is especially useful when you are trying to get through with a pump. A tunnel directly below a smoothed aquifer tile will not flood. Digging through the smoothed wall tile will cause it to leak water again until you have completely dug out the tile.&lt;br /&gt;
*An aquifer wall will not leak water diagonally; it will only add water to tiles directly north/south/east/west.&lt;br /&gt;
*On an ocean [[island]], the aquifer is not potable (unlike aquifers on real-life oceanic islands), so you cannot create drinking water zones from the aquifer.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30898</id>
		<title>40d:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30898"/>
		<updated>2008-08-05T15:00:33Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: partying mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you have a [[Meeting hall]] designated from a table ([[dining room]]), a cage (&amp;quot;[[zoo]]&amp;quot;), a [[well]], or a [[statue]] ([[Sculpture garden]]), dwarves will often throw parties there and many of your precious productive workers will now display the status '''Attending Party.''' This has benefits, in that dwarves will get happy thoughts from admiring fine or finely placed [[statues]], [[cage]]s and the animals in the cages, as well as from making [[friend]]s and talking to them. They will also slowly develop social skills. However, parties may slow down your fortress' work as your dwarves idly hang-out, sometimes for more than a [[season]].&lt;br /&gt;
&lt;br /&gt;
Funnily, dwarfs usually cancel party attendance to get a drink or some food. Despite their numerous desperate attempts they obviously know next to nothing about how to roll in style.&lt;br /&gt;
&lt;br /&gt;
Parties can be canceled by &amp;quot;free&amp;quot;ing the room where they take place via {{k|q}} {{k|f}}. Even if you immediately recreate the room the party goers will disperse. Canceling the meeting hall status is not enough.&lt;br /&gt;
&lt;br /&gt;
Only one party can be going on at any given time. If you have more than one party room, then when a party starts, it will take place in all the party rooms simultaneously. If you free the room it started in, the dwarves in all the rooms will stop partying.&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26856</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26856"/>
		<updated>2008-08-05T14:42:27Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: building with ice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
:Yep, you can make all 4 magma workshops from ice.&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
One winter, I filled with magma a room beneath a frozen river to melt it, so my injured dwarves could be helped. Next winter, those rooms beneath are still filled with magma, but the river froze and will not melt. This is on version 0.28.181.39d. --[[User:Mattmoss|Mattmoss]] 17:50, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yet on a map with water and magma sources one can produce an infinite amount of obsidian, which has value. Not that I'm suggesting obsidian should be valueless, but a fortress making a business out of selling ice sculptures would be fun. :) [[User:Bryan Derksen|Bryan Derksen]] 21:46, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Considering pets can now die in route with merchants due to weather/temp, I bet they don't get far with your masterwork Ice Sculpture. :P --[[User:Kyace|Kyace]] 23:17, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Engraving ice ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
:This seems a reasonably viable way to train engravers without wasting valuable wall space in a glacial sort of map.--[[User:Dadamh|Dadamh]] 15:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a masterfully engraved ice wall melts, does it cause a tantrum? --[[User:Raumkraut|Raumkraut]] 16:06, 18 June 2008 (EDT)&lt;br /&gt;
:It causes unhappy thought, like all masterworks. It's not instant-tantrum in new versions. --[[User:Someone-else|Someone-else]] 23:58, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moving Ice Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice stone or &amp;quot;water&amp;quot; can't be put into a stockpile right?&lt;br /&gt;
So it'll stay where it's mined until I decide to make something out of them?&lt;br /&gt;
:Yes, it's not listed under stockpile options, which is probably good, because you wouldn't want your dwarves bringing it inside so it melts or firing it out of catapults. --[[User:Tachyon|Tachyon]] 11:56, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== building with ice ==&lt;br /&gt;
&lt;br /&gt;
I know it's possible to make constructions out of ice, but can you make things that use the masonry skill, like tables?  I've tried making a mason's workshop near the ice and ordering a table made, but he got rock from a different area. maybe if ice was the only thing available they would make it into furniture? It would be cool, because I made an ice tower and a need a door to go with it. :P --[[User:Tachyon|Tachyon]] 10:42, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26329</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=26329"/>
		<updated>2008-08-03T18:28:24Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Falling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empty channels as moats==&lt;br /&gt;
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)&lt;br /&gt;
:Probably not... I'm assuming they'd just fall down a z-level, just like your dwarves do.--[[User:Tarsier|Tarsier]] 20:07, 13 November 2007 (EST)&lt;br /&gt;
:A channel with a constructed wall on the inner side is an ultimate defence against every non-flying creature. Without the wall enemy archers/crossbowmen can deal some damage.--[[User:Another|Another]] 07:10, 22 November 2007 (EST)&lt;br /&gt;
:: to my best knowledge no land-bound creature 1) can willingly enter or cross empty channels except via stairs 2) can get out of an empty channel except via a stair (haven't tested flooding-swimming-climbing out). So yes, an empty channel is a fine keep-out defense. --[[User:Koltom|Koltom]] 12:48, 21 February 2008 (EST)&lt;br /&gt;
:::A goblin archer just managed to get into my empty channel..he might have fallen in while fleeing in a &amp;quot;panic mode&amp;quot;. There also is a slim chance my bridge catapulted him in. Anyway, he is down there now quite a while and cant seem to get out. Lets see if he starves and dies. --[[User:Koltom|Koltom]] 13:01, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
Can digging a channel, that has a solid floor below it, under a dwarf, that would result in the dwarf falling in, cause death or make the dwarf unable to operate?&lt;br /&gt;
:Don't see why not, the dwarf is falling so could get hurt (although death would be unlikely) and it's also possible any stone generated from the fall could land after, but I have no idea how that is worked out so that might not be true. --[[User:Shades|Shades]] 07:27, 22 November 2007 (EST)&lt;br /&gt;
::Happened to me more than once. --[[User:Jackard|Jackard]] 07:55, 22 November 2007 (EST)&lt;br /&gt;
:::What has happened more than once? Falling? Ya, I just asked because it is good to know and I have a big project involving digging through many levels of rock and channels are the most efficient way to do it. --[[User:Nerd10101|Nerd10101]] 01:04, 23 November 2007 (EST)&lt;br /&gt;
::::If you dig from the top to the bottom and plan everything out, you should not have a problem. --[[User:Eagle of Fire|Eagle of Fire]] 01:10, 23 November 2007 (EST)&lt;br /&gt;
:A one-layer fall has never caused serious damage on my fort. -- [[User:Zaratustra|Zaratustra]] 01:30, 23 November 2007 (EST)&lt;br /&gt;
::A dwarf that drops one z-level is not damaged, just temporarialy stunned. --[[User:GreyMario|GreyMario]] 02:35, 23 November 2007 (EST)&lt;br /&gt;
:::I got dwarves suffer very serious injuries from falling one Z in a chasm to the second level while fighting, though. --[[User:Eagle of Fire|Eagle of Fire]] 22:32, 23 November 2007 (EST)&lt;br /&gt;
::::Is it possible for a dwarf to get out of a channel if they fall in? - [[User:Znex|Znex]] 04:47, 1 January 2008 (EST)&lt;br /&gt;
:::::Other than creating stairs/ramps, I don't believe so. If they could, then channels/moats wouldn't be very effective in defense. --[[User:N9103|Edward]] 04:54, 1 January 2008 (EST)&lt;br /&gt;
::::::So...it could never get out? - [[User:Znex|Znex]] 05:23, 1 January 2008 (EST)&lt;br /&gt;
:::::::Channels now create a hole to the next Z level down. This mean that the dwarf would need some way to get up, like a stair or ramp. I am not sure if they could just swim to the surface and get up this way if the channel is full of water though. --[[User:Eagle of Fire|Eagle of Fire]] 05:39, 1 January 2008 (EST)&lt;br /&gt;
::::::::Stairs work fine, though.  Have another dwarf dig one beside the channel from above and hope the other dwarf doesn't drown before he/she can get to it.--[[User:Maximus|Maximus]] 13:34, 1 January 2008 (EST)&lt;br /&gt;
:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves dig out a floor on which another dwarf or pet is standing? I've never personally seen it happen. --[[User:Tachyon|Tachyon]] 14:28, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Andesite==&lt;br /&gt;
&lt;br /&gt;
This rock seems to block all of my buildings, doors and workshops especially. Have I just never noticed rock blocking things before now?&lt;br /&gt;
:An object wont block construction unless it is tasked for something already. Tasked means there is a job in the job queue that wants to do something with that particular object, so dwarves are not allowed to interact with it unless they are doing it for that particular job. Large stone stockpiles will leave a lot of rocks tasked (because stone hauling is slow), preventing dwarves from moving them out of the way to place doors and buildings. In the [[stone management]] article there are methods of dealing with the large amounts of stone your miners produce. [[User:VengefulDonut|VengefulDonut]] 11:20, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== true to the task or just stone dumb? ==&lt;br /&gt;
One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced &amp;quot;cancel. dangerous terrain&amp;quot;. Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== == Poor Swimmers == ==&lt;br /&gt;
&lt;br /&gt;
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Filling in Channels  ==&lt;br /&gt;
&lt;br /&gt;
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The closest you can come are:&lt;br /&gt;
:# Dwarven Cement Mixer: Fill channel with lava. Cover filled channel with water.&lt;br /&gt;
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)&lt;br /&gt;
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)&lt;br /&gt;
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA &amp;quot;ice&amp;quot;) in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave-in (requiring of course, that the channel was inside and below material) should create new undug tiles where they fall, if the cave-in consists of undug tiles. --[[User:N9103|Edward]] 13:35, 5 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10856</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10856"/>
		<updated>2008-08-03T03:26:21Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Long Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10855</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10855"/>
		<updated>2008-08-03T03:04:47Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Migrant caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Long Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fishing&amp;diff=22905</id>
		<title>40d:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fishing&amp;diff=22905"/>
		<updated>2008-08-02T22:24:04Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: overfishing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fishing''' is the [[labor]] used to catch [[fish]]. It is an excellent source of food (and some raw materials) in the early game, though its usefulness diminishes somewhat as your fortress grows.&lt;br /&gt;
&lt;br /&gt;
Any dwarf with the [[Fisherdwarf]] labor enabled will fish, either in a [[cave river]], an outside river, the [[swamp]]s (i.e., outdoor lakes, murky pools) or artificial lakes connected to the river. Fisherdwarves can catch various kinds of [[fish]], as well as other aquatic creatures like turtles. Turtles can be very useful to a starting fortress, since eating them uncooked leaves behind bone and shell which your [[craftsdwarf|craftsdwarves]] can use to make trade goods, armour, and ammunition.&lt;br /&gt;
&lt;br /&gt;
Overfishing can exhaust the fish population of a pond or river temporarily. For this reason, it may be advisable to keep your fishing below a certain limit if you rely on fishing as a major food source.&lt;br /&gt;
&lt;br /&gt;
Note that the game considers fishing a very high-priority labour, meaning that fisherdwarves will often waste time fishing, usually at the expense of more urgent tasks that need doing. It is sometimes a good idea to turn Fishing off for a while so that your dwarves can work on other tasks. However extremely skilled [[fisherdwarf|fisherdwarves]] can produce a really immense amount of turtle which can either be tossed near the water in horrible rotting piles or end up in your food store. &lt;br /&gt;
&lt;br /&gt;
Swamp-fishing can draw your dwarves far away from the safety of the fortress. If your map has a lot of dangerous wildlife, you may want to consider assigning guard dogs to your fisherdwarves, or post a military squad near each lake. &lt;br /&gt;
&lt;br /&gt;
Fish cannot be eaten as soon as it is caught; it must be cleaned in a [[fishery]] first.  (An exception is the raw mussel, which can be cooked at a kitchen instead of cleaned at a fishery). Again, even if your fisherdwarves have the Fish Cleaning labor turned on, they may prefer to keep fishing rather than clean the fish that they've already caught. (Can you blame them?) More than one dwarf has starved to death because of this: don't let it happen to you!  &lt;br /&gt;
&lt;br /&gt;
Fishing is a dangerous activity as they can run up against the deadly, deadly [[carp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:buildings]]&lt;br /&gt;
[[Category:food]]&lt;br /&gt;
[[Category:tasks]]&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24325</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24325"/>
		<updated>2008-08-02T22:20:22Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Meat group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as rats, bats, and lizards which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost [[dwarves]], whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any food in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe, although you can never fully protect your food from these voracious critters.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin animal inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be [[tame]]d by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as pets on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the fire snake, can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.27.176.38c}}  This reduces or eliminates the possibility of dwarves receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[blood|ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable fish are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.176.38c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Toad||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]||10||Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|Fly||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Large roach||5||Eats food, sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|Beetle||n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ant||n/a||Forms colonies on soil&lt;br /&gt;
|-&lt;br /&gt;
|Monarch butterfly||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly||1||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Lizard||10||Eats food, (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat]]||10||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Biome]]s&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm||[[Taiga]] [[forest]], [[Temperate]], [[Tropical]]||n/a||Found on soil (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Blue jay||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Cardinal||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Grackle||Temperate grassland and savanna||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Oriole||Temperate [[broadleaf]] forest||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Red-winged blackbird||Temperate [[marsh]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Hedgehog||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Chipmunk||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Gray squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Red squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Fox squirrel||Savage temperate forest||100&lt;br /&gt;
|-&lt;br /&gt;
|Demon rat||Any evil||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy wambler||Any good||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Two-legged rhino lizard||Any savage||20||Eats food (&amp;quot;gnawed&amp;quot;), exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Knuckle worm||Any evil||100||Rots food, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|[[Phantom spider]]||Any evil forest||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Acorn fly||Any savage||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Blood gnat||Any evil||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|[[Moghopper]]||Any savage||20||Spawns in pools, amphibious, [[fish]]able, summer only, [[extracts|extract]] is mog juice&lt;br /&gt;
|-&lt;br /&gt;
|Fairy||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Pixie||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave spider]]||Subterranean [[water]] and [[chasm]]||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Fire snake||Subterranean [[magma|lava]]||1||Exotic pet, [[extracts|extract]] is liquid fire&lt;br /&gt;
|-&lt;br /&gt;
|Olm||Subterranean water||1||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Bat||Subterranean chasm||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
| [[Purring maggot]] ||Subterranean chasm||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Cave swallow||Temperate broadleaf forest, subterranean||30||Exotic pet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bolt&amp;diff=25350</id>
		<title>40d Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bolt&amp;diff=25350"/>
		<updated>2008-08-02T22:09:25Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* bolts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Metal bolts ... are considered too valuable to be wasted on practice.&amp;quot; Is that a rule enforced by the game, or the contributor's opinion? --[[User:Tocky|Tocky]] 14:13, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:  The game. [[User:Calculus|Calculus]] 14:22, 11 November 2007 (EST)&lt;br /&gt;
::Besides have you ever traded bolts or arrows? They are ☼expensive☼. --[[User:Ikkonoishi|Ikkonoishi]] 22:39, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
how much wood is needed for one bolt? checking.. --[[User:Koltom|Koltom]] 21:37, 10 February 2008 (EST)&lt;br /&gt;
:seems one log makes 25 bolts? anyone agree? --[[User:Koltom|Koltom]] 22:11, 10 February 2008 (EST)&lt;br /&gt;
::Yes, one log makes 25 bolts. --[[User:Wafl|Wafl]] 11:21, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What's the point of encrusting ammo? Just increases value? [[User:Vaniver|Vaniver]] 15:13, 17 May 2008 (EDT)&lt;br /&gt;
:Ja. --[[User:GreyMario|GreyMaria]] 00:16, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== bolts ==&lt;br /&gt;
&lt;br /&gt;
am i the only one that has dwarves run out to the middle of nowhere, pick up a single bolt, then put it in a bin?--[[User:Eerr|Eerr]] 08:57, 1 August 2008 (EDT)&lt;br /&gt;
:That doesn't happen to me. When a dwarf fires a bolt it should automatically be forbidden and have {} around the name, in which case they won't pick it up. Probably the bolts somehow got unforbidden. --[[User:Tachyon|Tachyon]] 18:09, 2 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15226</id>
		<title>40d Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15226"/>
		<updated>2008-08-01T20:41:44Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;...this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill.&amp;quot; I'm having a hard time visualizing what this means, could someone make a diagram? --[[User:BahamutZERO|BahamutZERO]] 12:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 0, your windmill W (I'm not sure what it looks like)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
....&lt;br /&gt;
.W..&lt;br /&gt;
..&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level -1, your gear assemblies, * and axle, =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
####&lt;br /&gt;
#**=&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link your lever to the second assembly (right), such that the Windmill is supported by the other (left).&lt;br /&gt;
&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 13:09, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: won't this waste 5 power on a useless gear?  why not just build a wall instead? --[[User:Lacero|Lacero]] 15:27, 2 November 2007 (EDT)&lt;br /&gt;
::because you need a gear under the windmill to get power from it. the second gear is so that you can cut power without collapsing the windmill. --[[User:BurnedToast|BurnedToast]] 15:30, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::This only applies to a windmill built floating above the ground, so the above example doesn't apply -- disconnecting the gear in Draco18s' example would do nothing to the windmill.  Really, you should just build a set of supports and some actual floor to put an above-ground windmill onto a &amp;quot;solid foundation&amp;quot;, so that it remains supported even when you disconnect power.  That way you don't lose any power from adding another gear assembly.  Gear assemblies are 'spensive. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
::::Yes, you're right. I was under the impression you needed a gear because mine hadn't worked with a vertical axle when I tried. However, I just tried again and it worked so I must have done something stupid like not dug a channel or placed the windmill wrong the first time. --[[User:BurnedToast|BurnedToast]] 03:57, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wish Toady would change the name &amp;quot;vertical axle&amp;quot; to &amp;quot;y-axle&amp;quot; and horizontal to x, etc. I've been reading this assuming assembly gears moved power across the z-axis only. Faces of Mu&lt;br /&gt;
&lt;br /&gt;
::::Eh, don't worry! I started using the axles and realised they really were horizontal and vertical, with changing horizontal axles using the s key. Faces of Mu.&lt;br /&gt;
&lt;br /&gt;
Is it possible to connect more than one axle to a gear assembly, and if so, is there any extra loss of power as a result? --[[User:Xazak|Xazak]] 14:35, 4 November 2007 (EST)&lt;br /&gt;
:Yes and yes. --[[User:Ikkonoishi|Ikkonoishi]] 17:02, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible to aggregate power with gears? That is to say, if you have two or more windmills and you use axles to move the power into a single column, does it sum up the power? --[[User:Mitchy|Mitchy]] 12:55, 11 November 2007 (EST)&lt;br /&gt;
:Yes. --[[User:Valdemar|Valdemar]] 12:59, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Deleted the 'Solidity' section from the page today. It's completely silly. Some reasons why below:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Gears are presumably solid, however they do not block movement in a square.&amp;quot;&lt;br /&gt;
::Duh. We don't think they're made out of paper. But they're not so huge as to block the entire square like a door or wall... why would they?&lt;br /&gt;
:&lt;br /&gt;
:&amp;quot;Dwarves, kobolds, and other beasties have no problem walking through squares occupied by gear assemblies.  It's also important to note that water can also flow freely through them.&amp;quot;&lt;br /&gt;
::See above.&lt;br /&gt;
:&lt;br /&gt;
:&amp;quot;Toady has considered causing damage to creatures that move through gear assemblies in the future, so don't build any main corridors through them.&amp;quot;&lt;br /&gt;
::Then put that in the talk section, where it belongs.&lt;br /&gt;
[[User:Schm0|Schm0]] 22:48, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 6 directions and horizontal axles ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for a gear assembly to be connected on all sides and will it use up 30 power or 5 power? horizontal axles won't gain power even if there is something generating energy going below and above it, even if there is a a channel?--[[User:Seaneat|Seaneat]] 02:46, 7 July 2008 (EDT)&lt;br /&gt;
:I got it...they can be connected on all sides and will still take up 5 power. they should have made it like 3...--[[User:Seaneat|Seaneat]] 14:22, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
On of my gear assemblies got wet because a screw pump flooded the area. All of the attached machine parts stopped working and displayed the &amp;quot;inactive&amp;quot; message in the building screen. The amount of power needed also jumped to 24 for all of them (it was currently getting 20). Did it stop working because of the water alone, or did the water freeze in the mechanisms? Or did the water cause the power needed to increase so that there wasn't enough? It is a freezing map, but the water being pumped did not freeze. --[[User:Tachyon|Tachyon]] 16:39, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15225</id>
		<title>40d Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15225"/>
		<updated>2008-08-01T20:39:30Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;...this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill.&amp;quot; I'm having a hard time visualizing what this means, could someone make a diagram? --[[User:BahamutZERO|BahamutZERO]] 12:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 0, your windmill W (I'm not sure what it looks like)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
....&lt;br /&gt;
.W..&lt;br /&gt;
..&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level -1, your gear assemblies, * and axle, =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
####&lt;br /&gt;
#**=&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link your lever to the second assembly (right), such that the Windmill is supported by the other (left).&lt;br /&gt;
&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 13:09, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: won't this waste 5 power on a useless gear?  why not just build a wall instead? --[[User:Lacero|Lacero]] 15:27, 2 November 2007 (EDT)&lt;br /&gt;
::because you need a gear under the windmill to get power from it. the second gear is so that you can cut power without collapsing the windmill. --[[User:BurnedToast|BurnedToast]] 15:30, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::This only applies to a windmill built floating above the ground, so the above example doesn't apply -- disconnecting the gear in Draco18s' example would do nothing to the windmill.  Really, you should just build a set of supports and some actual floor to put an above-ground windmill onto a &amp;quot;solid foundation&amp;quot;, so that it remains supported even when you disconnect power.  That way you don't lose any power from adding another gear assembly.  Gear assemblies are 'spensive. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
::::Yes, you're right. I was under the impression you needed a gear because mine hadn't worked with a vertical axle when I tried. However, I just tried again and it worked so I must have done something stupid like not dug a channel or placed the windmill wrong the first time. --[[User:BurnedToast|BurnedToast]] 03:57, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wish Toady would change the name &amp;quot;vertical axle&amp;quot; to &amp;quot;y-axle&amp;quot; and horizontal to x, etc. I've been reading this assuming assembly gears moved power across the z-axis only. Faces of Mu&lt;br /&gt;
&lt;br /&gt;
::::Eh, don't worry! I started using the axles and realised they really were horizontal and vertical, with changing horizontal axles using the s key. Faces of Mu.&lt;br /&gt;
&lt;br /&gt;
Is it possible to connect more than one axle to a gear assembly, and if so, is there any extra loss of power as a result? --[[User:Xazak|Xazak]] 14:35, 4 November 2007 (EST)&lt;br /&gt;
:Yes and yes. --[[User:Ikkonoishi|Ikkonoishi]] 17:02, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible to aggregate power with gears? That is to say, if you have two or more windmills and you use axles to move the power into a single column, does it sum up the power? --[[User:Mitchy|Mitchy]] 12:55, 11 November 2007 (EST)&lt;br /&gt;
:Yes. --[[User:Valdemar|Valdemar]] 12:59, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Deleted the 'Solidity' section from the page today. It's completely silly. Some reasons why below:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Gears are presumably solid, however they do not block movement in a square.&amp;quot;&lt;br /&gt;
::Duh. We don't think they're made out of paper. But they're not so huge as to block the entire square like a door or wall... why would they?&lt;br /&gt;
:&lt;br /&gt;
:&amp;quot;Dwarves, kobolds, and other beasties have no problem walking through squares occupied by gear assemblies.  It's also important to note that water can also flow freely through them.&amp;quot;&lt;br /&gt;
::See above.&lt;br /&gt;
:&lt;br /&gt;
:&amp;quot;Toady has considered causing damage to creatures that move through gear assemblies in the future, so don't build any main corridors through them.&amp;quot;&lt;br /&gt;
::Then put that in the talk section, where it belongs.&lt;br /&gt;
[[User:Schm0|Schm0]] 22:48, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 6 directions and horizontal axles ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for a gear assembly to be connected on all sides and will it use up 30 power or 5 power? horizontal axles won't gain power even if there is something generating energy going below and above it, even if there is a a channel?--[[User:Seaneat|Seaneat]] 02:46, 7 July 2008 (EDT)&lt;br /&gt;
:I got it...they can be connected on all sides and will still take up 5 power. they should have made it like 3...--[[User:Seaneat|Seaneat]] 14:22, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
On of my gear assemblies got wet because a screw pump flooded the area. All of the attached machine parts stopped working and displayed the &amp;quot;inactive&amp;quot; message in the building screen.D id it stop working because of the water alone, or did the water freeze in the mechanisms? It is a freezing map, but the water being pumped did not freeze. --[[User:Tachyon|Tachyon]] 16:39, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Butcher%27s_shop&amp;diff=34649</id>
		<title>40d Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Butcher%27s_shop&amp;diff=34649"/>
		<updated>2008-08-01T16:03:22Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Clutter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Distance===&lt;br /&gt;
Would anyone put there an info about how close to the butchery the corpse must be to be counted as &amp;quot;naearby&amp;quot;?--[[User:Dorten|Dorten]] 01:28, 11 January 2008 (EST)&lt;br /&gt;
:Uh...relatively close? Like, one square or something? I don't know... - [[User:Znex|Znex]] 01:36, 11 January 2008 (EST)&lt;br /&gt;
::No. Yes, you dont know.&lt;br /&gt;
:I 'believe' the standard distance a workshop looks is 20 tiles. Not sure where I saw that figure, but that exact number is in my mind. Something to keep in mind is that if a creature is overkilled (many flying limbs and whatnot) that it won't leave a corpse, just remains, and remains aren't butcherable. --[[User:N9103|Edward]] 07:46, 11 January 2008 (EST)&lt;br /&gt;
::No. The standard distance a workshop looks is unlimited. Also, a butcher will pick up a corpse as far away as 50 tiles - if its on a stockpile. --[[User:Koltom|Koltom]] 12:34, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
===Type of stockpile===&lt;br /&gt;
What stockpile should be next to a Butcher's shop - &lt;br /&gt;
# Food -&amp;gt; Meat activated or&lt;br /&gt;
# Refuse -&amp;gt; Corpses -&amp;gt; leave out the non-butcherable ones (Dwarf, for example)&lt;br /&gt;
&lt;br /&gt;
'''Locic''' tells me, Refuse -&amp;gt; Corpses, which are then turned into Food -&amp;gt; Meat + Fefuse -&amp;gt; Item Types -&amp;gt; Fresh raw hide. But is this right?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 00:02, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:And I have just watched, as one of my [[dwarves|charming gentlemen]] picked up a '''not-rotten''' deer corpse from the butchers shop and dumped it on the refuse heap! The hunter dropped it right where it needed to go then somebody took it away! Glad I've got them next to each other...[[User:GarrieIrons|GarrieIrons]] 00:31, 10 February 2008 (EST)&lt;br /&gt;
::yeah, its a bit tricky - i prefer to have tanner, butcher and (modified)refuse stockpile in one room, shutting the door whenever the butcher(i also make tanner) is in (until hes finished) or when some ass tries to take off with my precious corpses. a close food pile is not needed, the meat will be hauled off sooner or later, at least 24 tiles far. --[[User:Koltom|Koltom]] 08:05, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Clutter ==&lt;br /&gt;
&lt;br /&gt;
My butcher's shops always develop a lot of clutter quickly, and when I try to designate the chunks and skulls, etc. for dumping, the dwarves refuse to dump them. I usually end up using multiple Craftsdwarf shops to handle all the bones and skulls. Is there a way to make the dwarves dump the items? Is this just a glitch? --[[User:Tachyon|Tachyon]] 12:03, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26853</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26853"/>
		<updated>2008-08-01T15:58:31Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
:Yep, you can make all 4 magma workshops from ice.&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yet on a map with water and magma sources one can produce an infinite amount of obsidian, which has value. Not that I'm suggesting obsidian should be valueless, but a fortress making a business out of selling ice sculptures would be fun. :) [[User:Bryan Derksen|Bryan Derksen]] 21:46, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Considering pets can now die in route with merchants due to weather/temp, I bet they don't get far with your masterwork Ice Sculpture. :P --[[User:Kyace|Kyace]] 23:17, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Engraving ice ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
:This seems a reasonably viable way to train engravers without wasting valuable wall space in a glacial sort of map.--[[User:Dadamh|Dadamh]] 15:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a masterfully engraved ice wall melts, does it cause a tantrum? --[[User:Raumkraut|Raumkraut]] 16:06, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moving Ice Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice stone or &amp;quot;water&amp;quot; can't be put into a stockpile right?&lt;br /&gt;
So it'll stay where it's mined until I decide to make something out of them?&lt;br /&gt;
:Yes, it's not listed under stockpile options, which is probably good, because you wouldn't want your dwarves bringing it inside so it melts or firing it out of catapults. --[[User:Tachyon|Tachyon]] 11:56, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26852</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26852"/>
		<updated>2008-08-01T15:56:30Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Moving Ice Stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yet on a map with water and magma sources one can produce an infinite amount of obsidian, which has value. Not that I'm suggesting obsidian should be valueless, but a fortress making a business out of selling ice sculptures would be fun. :) [[User:Bryan Derksen|Bryan Derksen]] 21:46, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Considering pets can now die in route with merchants due to weather/temp, I bet they don't get far with your masterwork Ice Sculpture. :P --[[User:Kyace|Kyace]] 23:17, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Engraving ice ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
:This seems a reasonably viable way to train engravers without wasting valuable wall space in a glacial sort of map.--[[User:Dadamh|Dadamh]] 15:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a masterfully engraved ice wall melts, does it cause a tantrum? --[[User:Raumkraut|Raumkraut]] 16:06, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Moving Ice Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice stone or &amp;quot;water&amp;quot; can't be put into a stockpile right?&lt;br /&gt;
So it'll stay where it's mined until I decide to make something out of them?&lt;br /&gt;
:Yes, it's not listed under stockpile options, which is probably good, because you wouldn't want your dwarves bringing it inside so it melts or firing it out of catapults. --[[User:Tachyon|Tachyon]] 11:56, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7515</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7515"/>
		<updated>2008-07-30T17:56:32Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Stagnant Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Extracts&amp;diff=39830</id>
		<title>40d:Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Extracts&amp;diff=39830"/>
		<updated>2008-07-30T17:48:17Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: /* Making Extracts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Extracts can be made in various ways.  Most currently have no known uses, except as their value in trade.&lt;br /&gt;
&lt;br /&gt;
====Making Extracts====&lt;br /&gt;
You can make extracts from:&lt;br /&gt;
&lt;br /&gt;
[[Animals]] at a [[Butcher's shop]] using the Extract from a dead animal option and [[Animal dissector|animal dissection]].  Requires a living caged animal, and a vial.&lt;br /&gt;
&lt;br /&gt;
:[[vermin|Fire snakes]] create [[Liquid fire|Liquid Fire]]&lt;br /&gt;
:[[Phantom spider]] Venom and [[antivenin]] {{verify}} each worth 20&lt;br /&gt;
:[[Cave spider]] Venom and antivenin {{verify}}&lt;br /&gt;
&lt;br /&gt;
At the [[Farmers workshop]], you can also create [[milk]].&lt;br /&gt;
:[[Purring maggot|Purring Maggots]] create [[Dwarven milk|Dwarven Milk]]&lt;br /&gt;
&lt;br /&gt;
The following can only be imported:&lt;br /&gt;
&lt;br /&gt;
:[[Snakeman]] Venom, worth 100&lt;br /&gt;
:[[Giant desert scorpion|Giant Desert Scorpion]] Venom&lt;br /&gt;
:[[Giant Cave Spider]] Venom&lt;br /&gt;
:[[Cow]]'s Milk&lt;br /&gt;
:One-humped [[Camel]]'s Milk&lt;br /&gt;
:Two-humped Camel's Milk&lt;br /&gt;
&lt;br /&gt;
[[Fish]] at a [[fishery]] using the [[fish dissector]] skill.  Requires a living caged fish.  {{verify}}&lt;br /&gt;
:[[Moghopper]] makes five units of [[Mog juice|Mog Juice]]&lt;br /&gt;
&lt;br /&gt;
[[Plants]] at a [[Farmers workshop]] using the [[Plant Processing]] skill and the option &amp;quot;Processing plants (to [[vial]])&amp;quot;&lt;br /&gt;
:[[Kobold bulb]]s make five{{verify}} units of [[Gnomeblight]], each worth 100&lt;br /&gt;
:[[Valley herb]]s make five units of [[Golden salve]], each worth 100&lt;br /&gt;
&lt;br /&gt;
Dwarven Syrup is also considered an extract under the stockpile menu, and is also created in the Farmers workshop via &amp;quot;Process plants (barrel)&amp;quot;&lt;br /&gt;
:[[Sweet pods]] make [[Dwarven syrup|Dwarven Syrup]], worth 20&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35175</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35175"/>
		<updated>2008-07-29T16:52:33Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 a block of [[ash]] when killed. Fire Men will melt snow off trees, shrubs, 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).&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>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28313</id>
		<title>40d Talk:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28313"/>
		<updated>2008-07-28T20:29:05Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps this page should be merged with and redirect to a general contaminants page? - [[User:Mzbundifund|Mzbundifund]] 23:52, 21 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I agree--vomit isn't big enough to have its own page. [[User:Midna|Midna]] 13:44, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mood penalty? ==&lt;br /&gt;
&lt;br /&gt;
Is there any sort of mood penalty associated with vomit? I can't imagine dwarves like trodding through the stuff...&lt;br /&gt;
:Nope they're quite content to wade through the stuff.--[[User:Richards|Richards]] 20:48, 15 May 2008 (EDT)&lt;br /&gt;
::Eww. --[[User:Borgin|Borgin]] 23:47, 15 May 2008 (CST)&lt;br /&gt;
:::From what I read on [[thought]] page vomit can only help after it's created. Dwarves can drink vomit, though it obviously makes them unhappy. I wish DF had true fluid mechanics, not only water and magma. Vomit pump would be incredibly awesome. --[[User:Someone-else|Someone-else]] 21:30, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cleaning? ==&lt;br /&gt;
&lt;br /&gt;
Will dwarves with the Cleaning job clear up puddles of vomit, or does it just go away over time?&lt;br /&gt;
:I'm pretty sure they don't. They certainly don't clean it off of themselves either! Eventually most of my fortress seems to end up vomit-covered, especially babies. Actually babies end up worse as their parents tend to drop them in the mud whilst vomiting and if there's been a siege recently and the reason for everyone coming out is because of the lootables on the floor there tends to be a healthy amount of blood too, just in case vomit and mud stains weren't enough. --[[User:Krythorne|Krythorne]]&lt;br /&gt;
::It seems to disappear from the floor at the beginning of each season. --[[User:Tachyon|Tachyon]]&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28292</id>
		<title>40d:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28292"/>
		<updated>2008-07-19T23:01:53Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] who have been living [[underground]] for several years will often become nauseated when exposed to the sun, meaning that long-standing fortresses will sometimes have little pools of vomit near outdoor refuse piles, [[stockpile]]s, and any other structures that dwarves only need to visit occasionally. Note that this illness can even befall dwarves who &amp;quot;enjoy working outdoors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vomit will disappear at the beginning of each season.&lt;br /&gt;
&lt;br /&gt;
[[Creatures]] (including dwarves) may also vomit after sustaining wounds to internal organs.&lt;br /&gt;
&lt;br /&gt;
A [[puddle]] of vomit is represented by the same character as water (a double tilde: ≈) but green rather than blue. Another object on top of a puddle of vomit will appear normally but on a green background. If vomit and [[blood]] puddles exist on the same tile, its [[color]] will be brown.&lt;br /&gt;
[[category:lore]]&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28310</id>
		<title>40d Talk:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28310"/>
		<updated>2008-07-19T16:48:03Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: Cleaning?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps this page should be merged with and redirect to a general contaminants page? - [[User:Mzbundifund|Mzbundifund]] 23:52, 21 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I agree--vomit isn't big enough to have its own page. [[User:Midna|Midna]] 13:44, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mood penalty? ==&lt;br /&gt;
&lt;br /&gt;
Is there any sort of mood penalty associated with vomit? I can't imagine dwarves like trodding through the stuff...&lt;br /&gt;
:Nope they're quite content to wade through the stuff.--[[User:Richards|Richards]] 20:48, 15 May 2008 (EDT)&lt;br /&gt;
::Eww. --[[User:Borgin|Borgin]] 23:47, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Cleaning? ==&lt;br /&gt;
&lt;br /&gt;
Will dwarves with the Cleaning job clear up puddles of vomit, or does it just go away over time?&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fishing&amp;diff=22904</id>
		<title>40d:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fishing&amp;diff=22904"/>
		<updated>2008-07-18T14:59:39Z</updated>

		<summary type="html">&lt;p&gt;Tachyon: overfishing info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fishing''' is the [[labor]] used to catch [[fish]]. It is an excellent source of food (and some raw materials) in the early game, though its usefulness diminishes somewhat as your fortress grows.&lt;br /&gt;
&lt;br /&gt;
Any dwarf with the [[Fisherdwarf]] labor enabled will fish, either in a [[cave river]], an outside river, the [[swamp]]s (i.e., outdoor lakes, murky pools) or artificial lakes connected to the river. Fisherdwarves can catch various kinds of [[fish]], as well as other aquatic creatures like turtles. Turtles can be very useful to a starting fortress, since eating them uncooked leaves behind bone and shell which your [[craftsdwarf|craftsdwarves]] can use to make trade goods, armour, and ammunition.&lt;br /&gt;
&lt;br /&gt;
Overfishing can exhaust the fish population of a pond or river (possibly permanently). For this reason, it may be advisable to keep your fishing below a certain limit if you rely on fishing as a major food source.&lt;br /&gt;
&lt;br /&gt;
Note that the game considers fishing a very high-priority labour, meaning that fisherdwarves will often waste time fishing, usually at the expense of more urgent tasks that need doing. It is sometimes a good idea to turn Fishing off for a while so that your dwarves can work on other tasks. However extremely skilled [[fisherdwarf|fisherdwarves]] can produce a really immense amount of turtle which can either be tossed near the water in horrible rotting piles or end up in your food store. &lt;br /&gt;
&lt;br /&gt;
Swamp-fishing can draw your dwarves far away from the safety of the fortress. If your map has a lot of dangerous wildlife, you may want to consider assigning guard dogs to your fisherdwarves, or post a military squad near each lake. &lt;br /&gt;
&lt;br /&gt;
Fish cannot be eaten as soon as it is caught; it must be cleaned in a [[fishery]] first.  (An exception is the raw mussel, which can be cooked at a kitchen instead of cleaned at a fishery). Again, even if your fisherdwarves have the Fish Cleaning labor turned on, they may prefer to keep fishing rather than clean the fish that they've already caught. (Can you blame them?) More than one dwarf has starved to death because of this: don't let it happen to you!  &lt;br /&gt;
&lt;br /&gt;
Fishing is a dangerous activity as they can run up against the deadly, deadly [[carp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:buildings]]&lt;br /&gt;
[[Category:food]]&lt;br /&gt;
[[Category:tasks]]&lt;/div&gt;</summary>
		<author><name>Tachyon</name></author>
	</entry>
</feed>