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	<updated>2026-05-08T14:37:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_eagle&amp;diff=137959</id>
		<title>v0.31 Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_eagle&amp;diff=137959"/>
		<updated>2011-03-08T23:33:51Z</updated>

		<summary type="html">&lt;p&gt;Vanguard: /* Capturing the elusive Giant eagle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Best &amp;quot;Common&amp;quot; War Animal? ==&lt;br /&gt;
&lt;br /&gt;
I've seen these things in battle and, to be honest, they've done more damage in shorter time then many Dwarven soldiers wielding iron/bronze weapons.&lt;br /&gt;
&lt;br /&gt;
I say most powerful &amp;quot;common&amp;quot; War animal because, frankly, a War Dragon can arguably take out entire sieges on their own, however Giant Eagles seem to be incredibly common with Elven caravans, unlike other animals such as Tigers (which I've heard are perhaps more well rounded then Eagles.) --[[User:Canuhearmenow|Canuhearmenow]] 13:49, 10 June 2010 (UTC)&lt;br /&gt;
:Depends on where your elves live. I never got any giant eagles with elven caravans, but once I got desert scorpions.--[[User:Niggy|Niggy]] 16:04, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a bunch of questions about breeding these birds. How long does it take to &amp;quot;make&amp;quot; a new eagle? I've bought a tamed female from elves and wild male flies over my location. Will the breed this way?(cuz i've heard, animals in DF are having sex regardless of distance and other obstacles) Where will the little eagle appear(in mom's cage or flying near dad?)? Will it be tame or wild?  P.S. sorry for my English, it's not my native language...&lt;br /&gt;
&lt;br /&gt;
== Butchering returns ==&lt;br /&gt;
&lt;br /&gt;
when i butchered one i received 1 Giant eagle feather, 2 prepared giat eagle lungs, 1 prepared giant eagle heart, 1 prepared giant eagle intestines, 1 chopped eagle liver, 1 giant eagle tripe, 1 giant eagle sweetbread, 1 prepared giant eagle spleen, 2 prepared giant eagle kidneys, 1 giant eagle skin, 12 giant eagle fat, 18 giant eagle meat, 1 giant eagle nervous tissue, 1 prepared giant eagle brain, 1 giant eagle skull, 23 giant eagle bone, this was a giant eagle corpse not a mutalated corpse&lt;br /&gt;
&lt;br /&gt;
== Capturing the elusive Giant eagle ==&lt;br /&gt;
&lt;br /&gt;
How? Any tips/tricks? [[User:Richards|Richards]] 01:56, 4 March 2011 (UTC)&lt;br /&gt;
:The best method to catching any aggressive wild animal is a baited trap. Find where the animal you want to catch frequents and build a small 3x1 area enclosed with walls on all but one end with a roof. Put a cage trap on the first tile from the opening, nothing on the second tile, and a chain/rope on the last tile at the end. Chain an animal up as bait (puppy, kitten, whatever you have available) and wait. If the animal sees the bait animal, it will get caught in the cage trap trying to attack it. The structure design I described isn't necessarily perfect, but it is efficient on space and trap usage. Remember to keep the chain one tile away from the trap, or the chained animal might stand on the trap and prevent the eagle from getting caught. --[[User:Vanguard|Vanguard]] 23:33, 8 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Vanguard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dining_room&amp;diff=15395</id>
		<title>40d Talk:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dining_room&amp;diff=15395"/>
		<updated>2009-05-23T21:47:23Z</updated>

		<summary type="html">&lt;p&gt;Vanguard: /* Extra tables/chairs in a dining room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any unhappy thought from eating at a table and chair which is not defined as a dining room? Also we may want to mention that having a legendary dining room gives happy thoughts to nearly all dwarves. --[[User:Turgid Bolk|Turgid Bolk]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extra tables/chairs in a dining room ==&lt;br /&gt;
&lt;br /&gt;
How does this work? Say you make a grand communal hall/cafeteria. What I've found is that if I designate one table out of 20 as dining room, dwarves will ALWAYS prefer to eat at that specific table. Does the game not consider all the other tables/chairs within the designated room space as belonging to that dining room? I've thought about just having 20-odd overlapping rooms but I've read that'll decrease the value of the room(s). --[[User:Nunix|Nunix]] 17:26, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are they not eating at the other tables? Also, did you expand the dining room to the right size?&lt;br /&gt;
--[[User:Strangething|Strangething]] 04:38, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just started setting up my community dining room. At the moment, there are about seven throne/table pairs. I picked one table near the center, made it a dining room and expanded the range to cover the whole room, including the other tables. With only that, I am definitely seeing dwarves using _another_ table to eat at. In particular, they seem to be using the northernmost table... my guess is it's just top-to-bottom or left-to-right, or something like that. This is on v0.28.181.39d. --[[User:Mattmoss|Mattmoss]] 23:52, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your dwarves are probably just eating at the cloest table available, which happens to be the one you defined the room from in the original example. They likely all get their food from the same place, so the distance is typically the same every time. [[User:Vanguard|Vanguard]] 21:46, 23 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Vanguard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dining_room&amp;diff=15394</id>
		<title>40d Talk:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dining_room&amp;diff=15394"/>
		<updated>2009-05-23T21:46:36Z</updated>

		<summary type="html">&lt;p&gt;Vanguard: /* Extra tables/chairs in a dining room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any unhappy thought from eating at a table and chair which is not defined as a dining room? Also we may want to mention that having a legendary dining room gives happy thoughts to nearly all dwarves. --[[User:Turgid Bolk|Turgid Bolk]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extra tables/chairs in a dining room ==&lt;br /&gt;
&lt;br /&gt;
How does this work? Say you make a grand communal hall/cafeteria. What I've found is that if I designate one table out of 20 as dining room, dwarves will ALWAYS prefer to eat at that specific table. Does the game not consider all the other tables/chairs within the designated room space as belonging to that dining room? I've thought about just having 20-odd overlapping rooms but I've read that'll decrease the value of the room(s). --[[User:Nunix|Nunix]] 17:26, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are they not eating at the other tables? Also, did you expand the dining room to the right size?&lt;br /&gt;
--[[User:Strangething|Strangething]] 04:38, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just started setting up my community dining room. At the moment, there are about seven throne/table pairs. I picked one table near the center, made it a dining room and expanded the range to cover the whole room, including the other tables. With only that, I am definitely seeing dwarves using _another_ table to eat at. In particular, they seem to be using the northernmost table... my guess is it's just top-to-bottom or left-to-right, or something like that. This is on v0.28.181.39d. --[[User:Mattmoss|Mattmoss]] 23:52, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Your dwarves are probably just eating at the cloest table available, which happens to be the one you defined the room from in the original example. They likely all get their food from the same place, so the distance is typically the same every time.[[User:Vanguard|Vanguard]] 21:46, 23 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Vanguard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25327</id>
		<title>40d Talk:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25327"/>
		<updated>2009-05-01T10:26:22Z</updated>

		<summary type="html">&lt;p&gt;Vanguard: /* Hanging supports. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm looking into the possibility of creating a truly massive Army Splatter, a whole rooftop built over a large area that can be dropped with the flip of a switch. Lot of work, but if I could flatten an entire army with one pull, it'd be worth it. &lt;br /&gt;
EDIT: It seems to work. Assuming that having a roof fall on your head is still considered an instakill for, say, a Troll or something, you could do some nice things with this. [[User:Kefkakrazy|Kefkakrazy]] 04:49, 11 November 2007 (EST)&lt;br /&gt;
::WAY too much work setting up to be effective, sadly. If Toady added the ability to designate floorbuilding as a batch command, like mining and smoothing are now, it'd be fine, but as it is, building a roof big enough to be effective would be too much setup for one shot.[[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;br /&gt;
:::Least with the latest update toady allowed us to mass-designate constructions :P --[[User:Frostedfire|Frostedfire]] 01:01, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== density of supports ==&lt;br /&gt;
&lt;br /&gt;
what grid interval do I need between supports to hold up the floor above?&lt;br /&gt;
I am trying to build a tower:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#####&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;###&amp;gt;#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;....###&amp;lt;/nowiki&amp;gt;Do I need any supports to hold up a floor on the level above?&lt;br /&gt;
Will a support stop me from building a bedroom over the whole level?&lt;br /&gt;
&lt;br /&gt;
TIA[[User:GarrieIrons|GarrieIrons]] 02:24, 5 January 2008 (EST)&lt;br /&gt;
::&lt;br /&gt;
This will work as much as anything else&lt;br /&gt;
&lt;br /&gt;
 #################################&lt;br /&gt;
 #++++++++++++++++++++++++++++++X#&lt;br /&gt;
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 #################################&lt;br /&gt;
&lt;br /&gt;
One support could hold up the entire map if you were to dig out all the edges and the bottom level. (Which would make an awesome army killer if you think about it.) --[[User:Ikkonoishi|Ikkonoishi]] 04:35, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:... meaning that you don't need supports unless there are no walls or other things to hold up the roof. --[[User:N9103|Edward]] 06:24, 5 January 2008 (EST)&lt;br /&gt;
::At least until Toady implements a more realistic cavein model. [[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supports on top of supports? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to build a support, then another support on top of that one (for a sort of multi-level-high approach), or do they need to be on floors? Inquiring minds must know! [[User:G-Flex|G-Flex]] 04:22, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is not personal experience, only hearsay. I believe supports can be stacks on top of each other. Imagine the possibilities. A four z-level drop for a cavern ceiling onto goblin invaders?[[User:StrawberryBunny|StrawberryBunny]] 22:14, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just had an opportunity to test this and I was unable to place a support directly above another (standard &amp;quot;blocked&amp;quot; message).  However, it does appear that you can build a floor above a support, then place a support on the new floor tile.  It's effectively the same thing, but worth noting.  [[User:Nocash|Nocash]] 23:21, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
i actually did this to quicly clear large quantities of rock to get a good fortress faccade &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kozzion|Kozzion]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hanging supports. ==&lt;br /&gt;
&lt;br /&gt;
While trying to seal off an underground river with a large section of rock, I found out supports work both ways; If you build a support on top of something with a ceiling directly above it to anchor to, you can completely dig out the rock/structure the support is built on top of, effectively 'hanging' it from the ceiling until you pull a lever and drop it. Very handy information. [[User:Vanguard|Vanguard]] 10:26, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Vanguard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6381</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6381"/>
		<updated>2009-02-25T21:49:59Z</updated>

		<summary type="html">&lt;p&gt;Vanguard: /* 1x1 Well */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:: I've built a well directly above another one, both are stated as &amp;quot;Active&amp;quot; --[[User:ConstantA|ConstantA]] 01:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
&lt;br /&gt;
Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flooding? ==&lt;br /&gt;
&lt;br /&gt;
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
&lt;br /&gt;
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
:Might be a good idea to designate the well's square a restricted traffic area and the eight squares around it low traffic. This should make aimless wanderers step around it instead of going WHEE! Animals don't respect traffic though, so maybe there will still be dogs and cats in the well. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to accomplish this by digging out a side-wall and re-building the wall after deconstructing a staircase down the shaft one tile at a time. If you want it to look pretty the 1x1 shaft going down should have nice stone smoothing on as well (and it covers up the &amp;quot;filled in wall&amp;quot; seam. Alternate methods: sacrificial dwarf can pull it off (he will rot away at the bottom of your water tank) and a utilitarian &amp;quot;escape hatch&amp;quot; out the bottom of the tank. I like putting in an escape hatch at the bottom, connected to a lever, with a grate and outflow underneath so I can retrieve that adamantium armor that falls down there. (when I don't build in an escape stairway anyway). [[User:Weasello|Weasello]] 10:34, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I recently discovered a handy method for digging single-tile vertical shafts clean. Dig out the shaft by making it a tall stairwell. After it's dug out, channel out the stairs at the top. Your miner will stand one level underneath it and destroy the stairs from below. After that's gone, repeat this level by level, until you're at the bottom, where you can destroy the stairway going up with d &amp;gt; z. This also allows for you to smooth the walls of the shaft, or replace the dirt walls with constructed stone ones before you take out the stairs. [[User:Vanguard|Vanguard]] 16:49, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
&lt;br /&gt;
I've had a map with only salt water and an injured dwarf.  Nobody could give him water because it was all salty.  But I built a well over the water and dwarves brought the injured dwarf water.  This happen to anyone else? --[[User:Bouchart|Bouchart]] 12:29, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&amp;quot;How deep can a well be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This was added to the Water FAQ. I thought it better to put here, and the answer can be put on the Well page if/when it's discovered; as opposed to creating an entire new FAQ page. --[[User:Juckto|Juckto]] 06:04, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At this time (33g) I believe there's no limit to how far from water a well can be, as long as all tiles between are open space.&lt;br /&gt;
:I've got a particularly vertical map (something on the order of 50+/- levels!) so I'll give this some testing later and update this (within a week hopefully) if my tests conflict with my opinion that there's no limit. --[[User:N9103|Edward]] 21:59, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smoothing walls for a well ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing the walls of a place to be filled with water prevent stagnant water?&lt;br /&gt;
:Makes no difference. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Monsters and wells ==&lt;br /&gt;
Way back in the 2D days, monsters would sometimes come out of wells.  Does this ever happen in DF3D?  Now that there's a real Z-axis, I imagine that monsters aren't just randomly generated like they used to be... but I do wonder whether tapping an underground river might cause something unpleasant to ride the bucket upward.  I'm playing on a map with an underground river and a chasm, and I'm wondering how careful I need to be with my wells.  --[[User:Ookpik|Ookpik]] 05:45, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
IIRC monsters can't pass through grates - so instead of putting the well directly over the river, make an artificial stream with both ends blocked from the river by a grate. [[User:Random832|Random832]] 01:33, 13 October 2008 (EDT)&lt;br /&gt;
:I've never managed to make a grate block any water creature.  I've had perch and lampreys pass through grates and pumps to end up in my meeting area.  I wonder if bars would work better...  [[User:Corona688|Corona688]] 02:30, 13 October 2008 (EDT)&lt;br /&gt;
::Grates/bars don't block vermin-class critters, which most fish are. [[User:HeWhoIsPale|HeWhoIsPale]] 09:11, 13 October 2008 (EDT)&lt;br /&gt;
::Right, but those can't attack you. It will (should) block carp. [[User:Random832|Random832]] 15:54, 13 October 2008 (EDT)&lt;br /&gt;
::Can vermin pass through fortifications? [[User:Random832|Random832]] 15:55, 13 October 2008 (EDT)&lt;br /&gt;
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== Zone only drinking ==&lt;br /&gt;
&lt;br /&gt;
Will a dwarf still drink from a well if zone only drinking is set? --[[User:Groveller|Groveller]] 02:14, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wells periodically and mysteriously destroyed ==&lt;br /&gt;
&lt;br /&gt;
I don't know what's going on with my above ground wells, but it seems I have to rebuild them about once every year or so. My dwarves are a happy bunch so there have been no tantrums and no bouts of vandalism or building destruction are recorded in my justice screen. I tried setting the area immediately around the wells as low traffic and the well itself as restricted traffic, but they still vanish, leaving one of their parts in the river-fed pool underneath. Could it have something to do with the fact that my fisherdwarves sometimes fish from the wells? Or is there a minor amount of seasonal flooding that I can not see but will destroy the wells? [[User:Lungfish|Lungfish]] 15:17, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Does it freeze? I had to re-build my outside well once every year in the spring until I moved it indoors. So, in my experience, only if it freezes, otherwise I don't know. The reason the part is there is because it drops onto the ice, which then melts. One more question, is it in a brook, river, or pond?--[[User:Destor|Destor]] 15:35, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it is a regular, yearly, occurrence. I don't think it's a problem of freezing though, since I've never seen any ice and no one has ever walked over my moat. One thing that might be a clue: I built a well on the next Z level up from one of the wells that gets destroyed every year, and it's survived, so I think it is flooding or something like that. Also, I'm pretty sure the only ground-level well I have that isn't fed by my river has avoided destruction. But if flooding is the cause, I should see more water tiles, right? Oh well. [[User:Lungfish|Lungfish]] 06:35, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Mystery solved. At the very end of winter all the surface water DID freeze, but for such a short time that I thought it was just the game glitching out for a second. I guess everything makes sense now. I hope I can serve as a warning to future generations. [[User:Lungfish|Lungfish]] 01:22, 3 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Vanguard</name></author>
	</entry>
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