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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=120172</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=120172"/>
		<updated>2010-07-04T11:38:15Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Metal working dwarves and magma workshops... */&lt;/p&gt;
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&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
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:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didnt know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120097</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120097"/>
		<updated>2010-07-03T07:28:43Z</updated>

		<summary type="html">&lt;p&gt;Vrga: &lt;/p&gt;
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&lt;div&gt;__TOC__&lt;br /&gt;
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==Differences from 40d==&lt;br /&gt;
I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
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==Rock layers==&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
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== Volcano - magma sea connection and exploration ==&lt;br /&gt;
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After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120096</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120096"/>
		<updated>2010-07-03T07:28:29Z</updated>

		<summary type="html">&lt;p&gt;Vrga: added toc...&lt;/p&gt;
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&lt;div&gt;___TOC___&lt;br /&gt;
&lt;br /&gt;
==Differences from 40d==&lt;br /&gt;
I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
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==Rock layers==&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
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== Volcano - magma sea connection and exploration ==&lt;br /&gt;
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After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120095</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120095"/>
		<updated>2010-07-03T07:27:39Z</updated>

		<summary type="html">&lt;p&gt;Vrga: &lt;/p&gt;
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&lt;div&gt;___TOC___&lt;br /&gt;
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I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano - magma sea connection and exploration ==&lt;br /&gt;
&lt;br /&gt;
After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=120094</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=120094"/>
		<updated>2010-07-03T06:51:29Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Metal working dwarves and magma workshops... */ new section&lt;/p&gt;
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&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in adventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
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:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasnt completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120093</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=120093"/>
		<updated>2010-07-03T06:45:21Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Volcano - magma sea connection and exploration */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano - magma sea connection and exploration ==&lt;br /&gt;
&lt;br /&gt;
After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=120059</id>
		<title>v0.31:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=120059"/>
		<updated>2010-07-03T03:55:51Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Report format */  elongated the link page &amp;quot;descriptor&amp;quot; because it was barely visible...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|08:51, 1 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see {{L|Maximizing framerate|Maximizing Framerate}}.''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
Requires &lt;br /&gt;
&lt;br /&gt;
* '''Windows''' NT 4.0, Windows 98, or newer &lt;br /&gt;
* '''Linux''' using Wine, native Linux version,&lt;br /&gt;
* '''Mac'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''The [[40d:System requirements|40d article]] has detailed info on Non-Windows OS' that is probably mostly still valid.''&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
DF is not particularly RAM-hungry. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that, but Generation will only be slower if not more RAM is available. Otherwise the influence of RAM on game speed is limited, as DF is not loading and offloading big chunks of data much.&lt;br /&gt;
&lt;br /&gt;
There are no detailed requirements per se.  However, because simply saying the more RAM you have and the faster your CPU is the better is not all that helpful, here are some stats that users have experienced while playing this game on a variety of different environments.  (Please note that ‘fast game-play’ and ‘slow game-play’ are subjective terms and not intended to relay anything specific or exact.  What may be fast to one person might be slow to another). It's also essential that you mention the state of your fortress - how many dwarves there are, animals, terrain, speedups, and so forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Experiential reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[DF2010:System_requirements/Report_Template | the report template]] page before contributing any reports&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Configuration type: AMD based, full desktop PC&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Age of fort: 6 years&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: 8693 at the moment of measure&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
=== Archived reports ===&lt;br /&gt;
Can be found [[DF2010:System_requirements/Archived_reports | here]].&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=120031</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=120031"/>
		<updated>2010-07-02T22:43:56Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;br /&gt;
:Then please help improving it. =) --[[User:Used|Used]] 08:37, 1 July 2010 (UTC)&lt;br /&gt;
::Will try :D -[[User:Vrga|Vrga]] 10:13, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, so my idea for the report to use when posting info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version:&lt;br /&gt;
:World size:&lt;br /&gt;
:Embark size:&lt;br /&gt;
:Number of dwarves:&lt;br /&gt;
:Average fps:&lt;br /&gt;
:Default/nondefault raws:&lt;br /&gt;
:Tileset in use:&lt;br /&gt;
:Amount of stone dug:&lt;br /&gt;
:Amount of water and state:&lt;br /&gt;
:Approximate amount of z-levels:&lt;br /&gt;
:RAM usage of game:&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU:&lt;br /&gt;
:MBO:&lt;br /&gt;
:RAM:&lt;br /&gt;
:GPU:&lt;br /&gt;
:OS:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's mine for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: unknown&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tell me if i'm messing something up... - [[User:Vrga|Vrga]] 10:25, 1 July 2010 (UTC)&lt;br /&gt;
::Since no response has been given, i'll be putting this on the main article for people to fill out. - [[User:Vrga|Vrga]] 22:01, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Aaaand done... I think i did an okay job. Any reccomendations are more than welcome. - [[User:Vrga|Vrga]] 22:43, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=120030</id>
		<title>v0.31:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=120030"/>
		<updated>2010-07-02T22:42:51Z</updated>

		<summary type="html">&lt;p&gt;Vrga: Complete rework of the report section and added TOC...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|08:51, 1 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see {{L|Maximizing framerate|Maximizing Framerate}}.''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
Requires &lt;br /&gt;
&lt;br /&gt;
* '''Windows''' NT 4.0, Windows 98, or newer &lt;br /&gt;
* '''Linux''' using Wine, native Linux version,&lt;br /&gt;
* '''Mac'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''The [[40d:System requirements|40d article]] has detailed info on Non-Windows OS' that is probably mostly still valid.''&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
DF is not particularly RAM-hungry. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that, but Generation will only be slower if not more RAM is available. Otherwise the influence of RAM on game speed is limited, as DF is not loading and offloading big chunks of data much.&lt;br /&gt;
&lt;br /&gt;
There are no detailed requirements per se.  However, because simply saying the more RAM you have and the faster your CPU is the better is not all that helpful, here are some stats that users have experienced while playing this game on a variety of different environments.  (Please note that ‘fast game-play’ and ‘slow game-play’ are subjective terms and not intended to relay anything specific or exact.  What may be fast to one person might be slow to another). It's also essential that you mention the state of your fortress - how many dwarves there are, animals, terrain, speedups, and so forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Experiential reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[DF2010:System_requirements/Report_Template | this]] page before contributing any reports&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Configuration type: AMD based, full desktop PC&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Age of fort: 6 years&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: 8693 at the moment of measure&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
=== Archived reports ===&lt;br /&gt;
Can be found [[DF2010:System_requirements/Archived_reports | here]].&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements/Archived_reports&amp;diff=120029</id>
		<title>v0.31:System requirements/Archived reports</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements/Archived_reports&amp;diff=120029"/>
		<updated>2010-07-02T22:42:19Z</updated>

		<summary type="html">&lt;p&gt;Vrga: Old reports from sys requirements...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from the original [[DF2010:System_requirements | system requirements]] wikipage, because these reports are simply not enough to give someone a proper expectation of what will happen on their rig&lt;br /&gt;
== Experiential  reports ==&lt;br /&gt;
&lt;br /&gt;
Processor: P4 - 3.0 GHz&amp;lt;br /&amp;gt;&lt;br /&gt;
RAM: 1 GB&amp;lt;br /&amp;gt;&lt;br /&gt;
FPS: Slowish&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processor: Dualcore - 2.0 GHz &amp;lt;br /&amp;gt;&lt;br /&gt;
RAM: 2 GB&amp;lt;br /&amp;gt;&lt;br /&gt;
FPS: Fairly slow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processor: Quadcore - 2.3 GHz&amp;lt;br /&amp;gt;&lt;br /&gt;
RAM: 3.25 GB&amp;lt;br /&amp;gt;&lt;br /&gt;
FPS: Fast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processor: AMD 64 - 2.2 GHz&amp;lt;br /&amp;gt;&lt;br /&gt;
RAM:  1 GB&amp;lt;br /&amp;gt;&lt;br /&gt;
FPS: Slow on maps with lots going on. Okay, but not great speed (~35 FPS) with Partial Print set on and temperature and weather turned off.  It is playable until population passes ~80.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processor: Intel Pentium 3-S Tualatin - 1.4 GHz&amp;lt;br /&amp;gt;&lt;br /&gt;
RAM: 1.5 GB&amp;lt;br /&amp;gt;&lt;br /&gt;
FPS: Very slow but playable (~7FPS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processor: AMD ATHLON XP - 1.7 GHz&amp;lt;br /&amp;gt;&lt;br /&gt;
RAM: 1 GB&amp;lt;br /&amp;gt;&lt;br /&gt;
FPS: Fairly Fast (~40 FPS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processor: AMD Athlon X2 dual core - 2.2 GHz&amp;lt;br /&amp;gt;&lt;br /&gt;
RAM: 4 GB&amp;lt;br /&amp;gt;&lt;br /&gt;
FPS: Fast (~80FPS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- '''Intel Atom N270 1.6ghz HyperThreaded, 1GB RAM''' : Slow but Playable (12-24FPS default, 35-100FPS with PARTIAL_PRINT set to YES)&lt;br /&gt;
&lt;br /&gt;
'''AMD ATHLON II 250 3.4 Ghz, 1.5 GB RAM, Win XP''' : Fast enough on Fortress, but Adventure will bog down.&lt;br /&gt;
&lt;br /&gt;
'''Intel PII MMX 233Mhz, 256MB RAM, Win 2k''' : Very slow but functions enough to play Fortress&lt;br /&gt;
&lt;br /&gt;
'''HP mini 110 1.6 Ghz, 1GB RAM, Win 7''' : Excelent to unplayable (130-5FPS) Depending on what you're doing&lt;br /&gt;
&lt;br /&gt;
'''AMD Athalon X2 4200+ 2.2 ghz, 2.5 GB RAM, Ubuntu 9.10''' : Linux ssh server running in text-mode and able to have 3+ clients @ 70-100 fps *using previous version of DF v0.28.181.40d19*&lt;br /&gt;
&lt;br /&gt;
'''ZT Computer, Intel I5, 4 core processor, 6gb RAM, 2.67ghz''' : On a max size world, 4x10 embark space, 95-100fps, occasional dips to 40.&lt;br /&gt;
&lt;br /&gt;
'''Intel Atom 1.66 GHz, Windows 7 starter, Netbook, 1 Gig RAM''' : Version .04 (Windows/Small) - at 46 dwarves, 45 tame animals, map size = 2X2, frame rate 23 (13), slow but still playable if patient.&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements/Report_Template&amp;diff=120028</id>
		<title>v0.31:System requirements/Report Template</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements/Report_Template&amp;diff=120028"/>
		<updated>2010-07-02T22:42:16Z</updated>

		<summary type="html">&lt;p&gt;Vrga: Short explanation and example of how to make a report on the sysrequirement page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has been made to explain how one should create a report for inclusion into the [[DF2010:System_requirements | system requirements]] reports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Report template explained ==&lt;br /&gt;
''Configuration type'': The type of your configuration, aka is it a full desktop PC, a laptop, a netbook or anything else.&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: Which version of DF are you using.&lt;br /&gt;
:World size: What size world are you using. &lt;br /&gt;
:Embark size: What is your embark size (2x2, 3x3, 4x4, anything inbetween, whichever it is, make sure to post it.&lt;br /&gt;
:Age of fort: How old is your fort ingame?&lt;br /&gt;
:Number of dwarves: Self explanatory.&lt;br /&gt;
:Average fps: What is the fps at which your game runs over at least a period of half an hour of observation.&lt;br /&gt;
:Default/nondefault raws: Have you modified the game's default files? (init files are not covered here)&lt;br /&gt;
:Tileset in use: If you are using any modified/custom tileset, make sure to enter it here.&lt;br /&gt;
:Amount of stone dug: The amount of stone that your miners have dug out can have a massive effect on your FPS. Take care to report what your stocks screen tells you.&lt;br /&gt;
:Amount of water and state: The approximate amount of water, is it a brook, river, ocean, some artificial construction, and is it mostly moving, or mostly staying put.&lt;br /&gt;
:Approximate amount of z-levels: Amount of z-levels which you have dug downwards and approximate z levels that the landscape itself takes up.&lt;br /&gt;
:RAM usage of game: Self explanatory, your OS provides you with tools to monitor memory useage of applications running on it.&lt;br /&gt;
:Draw mode in init.txt: Enter here which draw mode you have set up in your init.txt (located in the dwarf fortress directory, under the data/init folder)&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Which processor does your computer use?&lt;br /&gt;
:MBO: Which motherboard does your computer use?&lt;br /&gt;
:RAM: How much Random Access Memory does your computer have, and which speed?&lt;br /&gt;
:GPU: Which graphics card does your computer use?&lt;br /&gt;
:OS: Which OS are you using to play Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
== Report template ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Configuration type:&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version:&lt;br /&gt;
:World size:&lt;br /&gt;
:Embark size:&lt;br /&gt;
:Age of fort:&lt;br /&gt;
:Number of dwarves:&lt;br /&gt;
:Average fps:&lt;br /&gt;
:Default/nondefault raws:&lt;br /&gt;
:Tileset in use:&lt;br /&gt;
:Amount of stone dug:&lt;br /&gt;
:Amount of water and state:&lt;br /&gt;
:Approximate amount of z-levels:&lt;br /&gt;
:RAM usage of game:&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU:&lt;br /&gt;
:MBO:&lt;br /&gt;
:RAM:&lt;br /&gt;
:GPU:&lt;br /&gt;
:OS:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example report ==&lt;br /&gt;
&lt;br /&gt;
Configuration type: AMD based, full desktop PC&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Age of fort: 6 years&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: 8693 at the moment of measure&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=120024</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=120024"/>
		<updated>2010-07-02T22:02:46Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;br /&gt;
:Then please help improving it. =) --[[User:Used|Used]] 08:37, 1 July 2010 (UTC)&lt;br /&gt;
::Will try :D -[[User:Vrga|Vrga]] 10:13, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, so my idea for the report to use when posting info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version:&lt;br /&gt;
:World size:&lt;br /&gt;
:Embark size:&lt;br /&gt;
:Number of dwarves:&lt;br /&gt;
:Average fps:&lt;br /&gt;
:Default/nondefault raws:&lt;br /&gt;
:Tileset in use:&lt;br /&gt;
:Amount of stone dug:&lt;br /&gt;
:Amount of water and state:&lt;br /&gt;
:Approximate amount of z-levels:&lt;br /&gt;
:RAM usage of game:&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU:&lt;br /&gt;
:MBO:&lt;br /&gt;
:RAM:&lt;br /&gt;
:GPU:&lt;br /&gt;
:OS:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's mine for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: unknown&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tell me if i'm messing something up... - [[User:Vrga|Vrga]] 10:25, 1 July 2010 (UTC)&lt;br /&gt;
::Since no response has been given, i'll be putting this on the main article for people to fill out. - [[User:Vrga|Vrga]] 22:01, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=120023</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=120023"/>
		<updated>2010-07-02T22:01:57Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;br /&gt;
:Then please help improving it. =) --[[User:Used|Used]] 08:37, 1 July 2010 (UTC)&lt;br /&gt;
::Will try :D -[[User:Vrga|Vrga]] 10:13, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, so my idea for the report to use when posting info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version:&lt;br /&gt;
:World size:&lt;br /&gt;
:Embark size:&lt;br /&gt;
:Number of dwarves:&lt;br /&gt;
:Average fps:&lt;br /&gt;
:Default/nondefault raws:&lt;br /&gt;
:Tileset in use:&lt;br /&gt;
:Amount of stone dug:&lt;br /&gt;
:Amount of water and state:&lt;br /&gt;
:Approximate amount of z-levels:&lt;br /&gt;
:RAM usage of game:&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU:&lt;br /&gt;
:MBO:&lt;br /&gt;
:RAM:&lt;br /&gt;
:GPU:&lt;br /&gt;
:OS:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's mine for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: unknown&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tell me if i'm messing something up... - [[User:Vrga|Vrga]] 10:25, 1 July 2010 (UTC)&lt;br /&gt;
 ::Since no response has been given, i'll be putting this on the main article for people to fill out. - [[User:Vrga|Vrga]] 22:01, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=120022</id>
		<title>v0.31 Talk:Frames per second</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=120022"/>
		<updated>2010-07-02T21:59:46Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Dwarven Water Reactor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarven Water Reactor==&lt;br /&gt;
&lt;br /&gt;
My fort is only 7 years old, on a tropical 2x2. With temperature and weather off, and six water reactors running, I was getting ~35fps. Once I got the magma I wanted up to the surface I turned them off got back up to 60fps. After deconstructing them and letting the extra water evaporate I was back up to 90fps. Beware the DWR.--[[User:Passive Fist|Passive Fist]] 11:21, 2 July 2010 (UTC)&lt;br /&gt;
:Its not the reactors fault directly, its more of a fact that with any amount of water moving, you will get said effect. -[[User:Vrga|Vrga]] 21:59, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119949</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119949"/>
		<updated>2010-07-01T10:29:39Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */  -durrr....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;br /&gt;
:Then please help improving it. =) --[[User:Used|Used]] 08:37, 1 July 2010 (UTC)&lt;br /&gt;
::Will try :D -[[User:Vrga|Vrga]] 10:13, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, so my idea for the report to use when posting info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version:&lt;br /&gt;
:World size:&lt;br /&gt;
:Embark size:&lt;br /&gt;
:Number of dwarves:&lt;br /&gt;
:Average fps:&lt;br /&gt;
:Default/nondefault raws:&lt;br /&gt;
:Tileset in use:&lt;br /&gt;
:Amount of stone dug:&lt;br /&gt;
:Amount of water and state:&lt;br /&gt;
:Approximate amount of z-levels:&lt;br /&gt;
:RAM usage of game:&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU:&lt;br /&gt;
:MBO:&lt;br /&gt;
:RAM:&lt;br /&gt;
:GPU:&lt;br /&gt;
:OS:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's mine for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: unknown&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tell me if i'm messing something up... - [[User:Vrga|Vrga]] 10:25, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119948</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119948"/>
		<updated>2010-07-01T10:28:39Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */  - fixed formatting....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;br /&gt;
:Then please help improving it. =) --[[User:Used|Used]] 08:37, 1 July 2010 (UTC)&lt;br /&gt;
::Will try :D -[[User:Vrga|Vrga]] 10:13, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, so my idea for the report to use when posting info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:World size:&lt;br /&gt;
:Embark size:&lt;br /&gt;
:Number of dwarves:&lt;br /&gt;
:Average fps:&lt;br /&gt;
:Default/nondefault raws:&lt;br /&gt;
:Tileset in use:&lt;br /&gt;
:Amount of stone dug:&lt;br /&gt;
:Amount of water and state:&lt;br /&gt;
:Approximate amount of z-levels:&lt;br /&gt;
:RAM usage of game:&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU:&lt;br /&gt;
:MBO:&lt;br /&gt;
:RAM:&lt;br /&gt;
:GPU:&lt;br /&gt;
:OS:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's mine for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: unknown&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tell me if i'm messing something up... - [[User:Vrga|Vrga]] 10:25, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119946</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119946"/>
		<updated>2010-07-01T10:25:14Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */  - added example for a new report of performance for comparison...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;br /&gt;
:Then please help improving it. =) --[[User:Used|Used]] 08:37, 1 July 2010 (UTC)&lt;br /&gt;
::Will try :D -[[User:Vrga|Vrga]] 10:13, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, so my idea for the report to use when posting info here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game info&lt;br /&gt;
World size:&lt;br /&gt;
Embark size:&lt;br /&gt;
Number of dwarves:&lt;br /&gt;
Average fps:&lt;br /&gt;
Default/nondefault raws:&lt;br /&gt;
Tileset in use:&lt;br /&gt;
Amount of stone dug:&lt;br /&gt;
Amount of water and state:&lt;br /&gt;
Approximate amount of z-levels:&lt;br /&gt;
RAM usage of game:&lt;br /&gt;
Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
PC info&lt;br /&gt;
CPU:&lt;br /&gt;
MBO:&lt;br /&gt;
RAM:&lt;br /&gt;
GPU:&lt;br /&gt;
OS:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's mine for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game info&lt;br /&gt;
World size: Medium region (default, nonmodified)&lt;br /&gt;
Embark size: 5x5&lt;br /&gt;
Number of dwarves: 140&lt;br /&gt;
Average fps: 6-14&lt;br /&gt;
Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
Tileset in use: Phoebus prebuilt version&lt;br /&gt;
Amount of stone dug:&lt;br /&gt;
Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
PC info&lt;br /&gt;
CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
RAM: 4GB DDR2 800&lt;br /&gt;
GPU: XFX GTX260&lt;br /&gt;
OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tell me if i'm messing something up... - [[User:Vrga|Vrga]] 10:25, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119943</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119943"/>
		<updated>2010-07-01T10:13:52Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;br /&gt;
:Then please help improving it. =) --[[User:Used|Used]] 08:37, 1 July 2010 (UTC)&lt;br /&gt;
::Will try :D -[[User:Vrga|Vrga]] 10:13, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vrga&amp;diff=119921</id>
		<title>User:Vrga</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vrga&amp;diff=119921"/>
		<updated>2010-07-01T06:54:48Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Splatter Tower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, new guy here... i'll be mostly putting some of my dumber contraptions/ideas on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Splatter Tower==&lt;br /&gt;
&lt;br /&gt;
Build a tower/find a cavern that is beyond 40 z levels high/deep, start throwing caged useless things in.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' If building said tower, very high. If finding a cavern, low/moderate, mostly just depends on finding the right spot.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not much. Get rid of various caged critters/goblins/unwanted guests.&lt;br /&gt;
&lt;br /&gt;
BONUS: Build a tower around 100 z levels tall.&lt;br /&gt;
&lt;br /&gt;
SADISM BONUS: Dump magma on the remains of whatever hit the lower end.&lt;br /&gt;
&lt;br /&gt;
DWARFY MEGABONUS: Make sure whatever is thrown goes a long way down. 100 z levels is a minimum. Pour water on the hapless remains, then dump magma on it. Take care to avoid [[Fun]], [[magma]] is always fun by definition, but still take care.&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vrga&amp;diff=119920</id>
		<title>User:Vrga</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vrga&amp;diff=119920"/>
		<updated>2010-07-01T06:50:43Z</updated>

		<summary type="html">&lt;p&gt;Vrga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, new guy here... i'll be mostly putting some of my dumber contraptions/ideas on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Splatter Tower==&lt;br /&gt;
&lt;br /&gt;
Build a tower/find a cavern that is beyond 40 z levels high/deep, start throwing caged useless things in.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' If building said tower, very high. If finding a cavern, low/moderate, mostly just depends on finding the right spot.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not much. Get rid of various caged critters/goblins/unwanted guests.&lt;br /&gt;
&lt;br /&gt;
BONUS: Build a tower around 100 z levels tall.&lt;br /&gt;
&lt;br /&gt;
SADISM BONUS: Dump magma on the remains of whatever hit the lower end.&lt;br /&gt;
&lt;br /&gt;
DWARFY MEGABONUS: Make sure whatever is thrown goes a long way down. 100 z levels is a minimum. Pour water on the hapless remains, then dump magma on it. Take care to avoid {{L|Fun}}, {{L|magma}} is always fun by definition, but still take care.&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vrga&amp;diff=119919</id>
		<title>User:Vrga</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vrga&amp;diff=119919"/>
		<updated>2010-07-01T06:49:18Z</updated>

		<summary type="html">&lt;p&gt;Vrga: Created page with 'Hi, new guy here... i'll be mostly putting some of my dumber contraptions/ideas on this page.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, new guy here... i'll be mostly putting some of my dumber contraptions/ideas on this page.&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119914</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=119914"/>
		<updated>2010-07-01T04:32:22Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Seriously? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmmmmm.  Maybe it's the RAM that makes the difference.  And then, perhaps it's that I just keep not thinking of my computer as old.  The processor is okay, AMD 64 2.2 Ghz, but I only have 1 GB RAM.  It ran the 40d version great, except for the very, very full fortresses that were by a canyon.  I wonder if anyone else can share their specs, and then maybe we can know what affects performance the most?  Just a thought.  --[[User:Frewfrux|Frewfrux]] 03:19, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've been curious to see what affect CPU cache sizes have on the game. It is painful but playable (I get bored at work) on my work PC which is the listed 1.4ghz tualatin (mind you, the game is only getting about 75% of the cpu cycles), but on my home PC (Q9550 @ 3.5ghz) is absolutely screams. If I get the time, I may try running the game on my old P4 box using multiple cpus at the same frequency but with varying cache sizes to see how much of an impact that has. I know the game isn't SMP aware (correct?) so a single fast core will outgun two slower cores in the game. As for RAM, I've seen the game use upwards of 800MB while world generating and under normal game play, for me, it uses between 400-500MB. So you may want to make sure you aren't dipping too heavily into your swap space when playing. That will definitely slow things down. --[[User:Helf|Helf]] 03:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be helpful to add the fps achieved with each system. Although these are influenced by several settings, fortress size and location they might give a more objective rating than terms like 'slow', 'slowish' and 'somewhat slow'. --[[User:Hermano|Hermano]] 12:29, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The push for specifics ==&lt;br /&gt;
&lt;br /&gt;
Please add more detailed information on the population and landscape of your fortress, like we have on the 40d page. It's nice that you're getting 100 FPS, but it helps to know how much is on your map when that happens. [[Special:Contributions/128.151.186.179|128.151.186.179]] 04:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seriously? ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;comparisons&amp;quot; on this page are absolutely worthless in its own right. No details at all as to the forts in question and such. Seriously folks, you can do much better... - Vrga - Splaterrer wannabeeeee 04:32, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Note&amp;diff=119909</id>
		<title>v0.31:Note</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Note&amp;diff=119909"/>
		<updated>2010-07-01T03:08:41Z</updated>

		<summary type="html">&lt;p&gt;Vrga: switching to tattered qual, since its not really worthy...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=119901</id>
		<title>v0.31:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=119901"/>
		<updated>2010-06-30T23:03:47Z</updated>

		<summary type="html">&lt;p&gt;Vrga: /* Self Destruct Lever */  - modified the wording a wee bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:08, 22 June 2010 (UTC)}}{{AV}}&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit.  They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in {{L|adventure mode}}. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece steel weapons and armor. Possibly both. A {{L|chasm}}, underground {{L|river}}, or {{L|hidden fun stuff}} can ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be {{L|Fun}}.  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;Hydraulic Elevation and Lowering Platform&amp;quot; chamber (A H.E.L.P. Chamber, so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a {{L|pump}} stack, preferably powered by a {{L|windmill}} or {{L|water wheel}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love {{L|waterfall}}s. Putting a waterfall in your {{L|meeting hall}} will give your dwarves good {{L|thought}}s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
=={{L|Ballista}} Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Draw your entire energy from a power station within.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See {{L|dam}}, or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The Power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low but annoying. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth.&lt;br /&gt;
&lt;br /&gt;
==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  Bonus:  Train all dogs inside as war dogs when they mature.  Super bonus:  Make it a Bear Trap. MEGADWARF bonus: Combine with a drowning chamber and carp trap.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
=={{L|Computing|Dwarfputer}} Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible {{L|megaprojects}} dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a {{L|noble}}, complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic {{L|Carp}}. &lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow {{L|Activity_zone#Pit/Pond|pit}} and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A {{L|farming|greenhouse}} is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Much higher in DF2010, since this is the only way to farm without mud. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, {{L|sun berry|sun berries}} can be brewed into valuable {{L|Sunshine}}, and {{L|whip vine}}s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
==Hammer of {{L|Armok}}==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more {{L|fun}}, make one out of some exotic material, like {{L|glass}}, {{L|ice}}, {{L|gold}}, or {{L|soap}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;I dinna say we wurren't crazy!&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.&lt;br /&gt;
&lt;br /&gt;
==It's A TRAP!==&lt;br /&gt;
It seems that {{L|traps}} are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your {{L|arena}} will never want for combatants, including all those pesky wild animals you no longer need to hunt for.&lt;br /&gt;
&lt;br /&gt;
==It's A CRAP!==&lt;br /&gt;
CRAP: Carp trap...wait, why are you laughing? Anyway, here what you do.&lt;br /&gt;
&lt;br /&gt;
Capture some carp in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them.&lt;br /&gt;
All the little goblins (or Orcs) coming toward you in a massive siege must be directed into your moat. When they fall in, they &lt;br /&gt;
become goblin chunks. Laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Going within two tiles of a carp infested river and surviving.&lt;br /&gt;
'''Usefulness''': Dubious&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the {{L|Nobles |Best and Brightest}} for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. {{L|Trap}}s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in {{L|adventure mode}}.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Generate a world with large mountain {{L|cave}}s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need {{L|metal}} (or {{L|glass}}) {{L|screw pump}}s to make it work, {{L|magma-safe}} floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
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'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
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==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  Bonus points for each additional level down you manage to place the coffin.&lt;br /&gt;
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'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
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'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
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==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the {{L|screw pump|pumps}} to use {{L|magma-safe}} pipes and screws in their construction. &lt;br /&gt;
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'''Difficulty:''' The difficult part is making all those {{L|iron}} or {{L|steel}} pumps and {{L|bauxite}} {{L|floodgate}}s. Very high risk. &lt;br /&gt;
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'''Usefulness:''' Magma is fun, but also {{L|Fun}}. &lt;br /&gt;
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==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
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'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
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'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire demons to create a sauna.&lt;br /&gt;
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==Monumental Statue==&lt;br /&gt;
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'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
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'''Usefulness:''' None.&lt;br /&gt;
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*BONUS: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
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==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
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'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
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'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an {{L|Aquifer}}, although that is far more difficult.&lt;br /&gt;
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=={{L|Obsidian}} factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
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'''Difficulty:''' Medium. &lt;br /&gt;
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'''Usefulness:''' Obsidian is 50% more valuable than {{L|flux}} and 3 times as valuable as ordinary stone, making it ideal for your {{L|mason}}s and {{L|stonecrafter}}s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
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==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
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'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
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'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
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==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
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'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
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'''Usefulness:''' Medium-High.  Tested in version .40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
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BONUS: Fill it with Magma instead (though Magma doesn't pressurize). &lt;br /&gt;
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==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
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'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
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'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
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==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
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'''Difficulty:''' None, just looks nice.&lt;br /&gt;
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'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
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BONUS: Spike a goblin on every trap!&lt;br /&gt;
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==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single {{L|support}}. &lt;br /&gt;
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'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
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'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing.&lt;br /&gt;
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==Splatter Tower==&lt;br /&gt;
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Build a tower/find a cavern that is beyond 40 z levels high/deep, start throwing caged useless things in.&lt;br /&gt;
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'''Difficulty:''' If building said tower, very high. If finding a cavern, low/moderate, mostly just depends on finding the right spot.&lt;br /&gt;
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'''Usefulness:''' Not much. Get rid of various caged critters/goblins/unwanted guests.&lt;br /&gt;
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BONUS: Build a tower around 100 z levels tall.&lt;br /&gt;
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SADISM BONUS: Dump magma on the remains of whatever hit the lower end.&lt;br /&gt;
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DWARFY MEGABONUS: Make sure whatever is thrown goes a long way down. 100 z levels is a minimum. Pour water on the hapless remains, then dump magma on it. Take care to avoid {{L|Fun}}, {{L|magma}} is always fun by definition, but still take care.&lt;br /&gt;
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=={{L|Swimming}} pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain {{L|swimming}} skill. &lt;br /&gt;
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'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
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'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though.&lt;br /&gt;
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=={{L|Tower-cap}} Farm==&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait. &lt;br /&gt;
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'''Difficulty:''' Easy, just dig.&lt;br /&gt;
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'''Usefulness:''' Depends on size - bigger is better - as well as proximity to wood stockpiles and workshops.&lt;br /&gt;
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==Town Destroyer==&lt;br /&gt;
Start your fortress in an area with an existing settlement. Create a channel all the way around it, then dig out everything on the Z-level below and watch it obliterate itself (and probably your frame rate).&lt;br /&gt;
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'''Difficulty:''' Low to medium. It's not hard, just very time-consuming.&lt;br /&gt;
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'''Usefulness:''' Very low.&lt;br /&gt;
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==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
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'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times.&lt;br /&gt;
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'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
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==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
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'''Difficulty:'''Low. &lt;br /&gt;
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'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
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==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
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It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
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You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. &lt;br /&gt;
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You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - Underground Reasonably Intelligent Settlement Technologist&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;N.O.B.L.E. - Narcissistic Obnoxious Boastful Laughable Excrement &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - Massively Alcoholic Gear-Machine Assembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - All-Reaching Master Of Killing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.S.S. - Almost-autonomous Systems Selector&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.I.E.D. - Dedicated Irrigation and Everything else Device&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
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'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
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'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
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==Vomitorium==&lt;br /&gt;
Prevents {{L|cave adaptation}}. It's like the greenhouse, only instead of a farm, it's {{L|meeting hall}} or {{L|barracks}}. Since you can't build {{L|table}}s or {{L|bed}}s outside, build the room and {{L|channel}} down to it, or build a {{L|bridge}} or two over the top.&lt;br /&gt;
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'''Difficulty:''' Low. &lt;br /&gt;
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'''Usefulness:''' Low. Make sure to wall the pit in or it will become very {{L|Fun}} once {{L|goblin}} archers become involved.&lt;br /&gt;
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&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
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'''Usefulness:''' &lt;br /&gt;
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 --&amp;gt;&lt;br /&gt;
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==Break the Dam==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically&lt;br /&gt;
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'''Difficulty:''' Low&lt;br /&gt;
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'''Usefulness:''' Instantaneous death to all sieges&lt;/div&gt;</summary>
		<author><name>Vrga</name></author>
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