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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WYFLCM</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WYFLCM"/>
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	<updated>2026-05-14T03:56:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=189391</id>
		<title>v0.34:Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=189391"/>
		<updated>2013-07-02T15:33:23Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: realized pots are different in more ways than what they are made out of, so reverted page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:07, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''' are containers that function much like [[barrel]]s, but can be made from other materials. They can be made from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. The game refers to these containers sometimes as &amp;quot;pot&amp;quot; and sometimes as &amp;quot;large pot&amp;quot; but there is no actual distinction. Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Pots are visible on the haul-for-trade screen under Tools section. Workshops that require a barrel for construction cannot use a pot instead.&lt;br /&gt;
&lt;br /&gt;
Large pots are currently 1/4 as heavy&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127471.msg4342164#msg4342164]&amp;lt;/sup&amp;gt; as barrels made from the same material, and they have double the capacity. A pot can accommodate a prepared meal stack of at least size 52 or several prepared meal stacks of at least size 60 but, like barrels, will still carry a maximum of one stack of booze, disregarding size.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|3389}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=189390</id>
		<title>v0.34:Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=189390"/>
		<updated>2013-07-02T15:32:12Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:07, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''' are containers that function much like [[barrel]]s, but can be made from other materials. They can be made from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. The game refers to these containers sometimes as &amp;quot;pot&amp;quot; and sometimes as &amp;quot;large pot&amp;quot; but there is no actual distinction. Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Pots are visible on the haul-for-trade screen under Tools section. Workshops that require a barrel for construction cannot use a pot instead.&lt;br /&gt;
&lt;br /&gt;
Large pots are currently 0.25 times as heavy&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127471.msg4342164#msg4342164]&amp;lt;/sup&amp;gt; as barrels made from the same material, and they have double the capacity. A pot can accommodate a prepared meal stack of at least size 52 or several prepared meal stacks of at least size 60 but, like barrels, will still carry a maximum of one stack of booze, disregarding size.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|3389}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189389</id>
		<title>v0.34:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189389"/>
		<updated>2013-07-02T15:31:59Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|06:02, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
For information on managing barrels in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
When a barrel gets empty again after being used it will be used again after being hauled back to a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has double the carrying capacity (and requires no [[wood]] or [[metal]]) and is only one quarter as heavy.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Barrels can accomodate prepared meal stacks of at least size 30 and only one stack of alcohol, disregarding size.&lt;br /&gt;
&lt;br /&gt;
Barrels made out of [[stone]] are called [[Pot]]s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Using bins and barrels]]&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189388</id>
		<title>v0.34:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189388"/>
		<updated>2013-07-02T15:31:19Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: undid revision, derp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|06:02, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
For information on managing barrels in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
When a barrel gets empty again after being used it will be used again after being hauled back to a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has double the carrying capacity (and requires no [[wood]] or [[metal]]) and is only one quarter as heavy.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Barrels can accomodate prepared meal stacks of at least size 30 and only one stack of alcohol, disregarding size.&lt;br /&gt;
&lt;br /&gt;
Barrels made out of [[stone]] are called Pots.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Using bins and barrels]]&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189387</id>
		<title>v0.34:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189387"/>
		<updated>2013-07-02T15:29:53Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|06:02, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
For information on managing barrels in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
When a barrel gets empty again after being used it will be used again after being hauled back to a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has double the carrying capacity (and requires no [[wood]] or [[metal]]) and is only one quarter as heavy.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Barrels can accomodate prepared meal stacks of at least size 30 and only one stack of alcohol, disregarding size.&lt;br /&gt;
&lt;br /&gt;
Barrels made out of [[stone]] are called Pots and are made in [[craftsdwarf's workshop]]s under rock. (g)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Using bins and barrels]]&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=189386</id>
		<title>v0.34:Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=189386"/>
		<updated>2013-07-02T15:28:20Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: removed the page, and added a redirect to barrels. because they are exactly the same as barrels. like other pages i added to the barrel page that rock barrels are called pots.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[barrels]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189385</id>
		<title>v0.34:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=189385"/>
		<updated>2013-07-02T15:26:09Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|06:02, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
For information on managing barrels in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
When a barrel gets empty again after being used it will be used again after being hauled back to a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has double the carrying capacity (and requires no [[wood]] or [[metal]]) and is only one quarter as heavy.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Barrels can accomodate prepared meal stacks of at least size 30 and only one stack of alcohol, disregarding size.&lt;br /&gt;
&lt;br /&gt;
Barrels made out of [[stone]] are called Pots.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Using bins and barrels]]&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:DF2012:Aquatic&amp;diff=189356</id>
		<title>Category talk:DF2012:Aquatic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:DF2012:Aquatic&amp;diff=189356"/>
		<updated>2013-07-02T02:04:56Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: Created page with &amp;quot;==freezing== what happens to aquatic life when water freezes?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==freezing==&lt;br /&gt;
what happens to aquatic life when water freezes?&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Egg&amp;diff=189349</id>
		<title>v0.34:Egg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Egg&amp;diff=189349"/>
		<updated>2013-07-01T23:45:20Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: /* Hatching Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:02, 28 April 2011 (UTC)}}{{av}}{{catbox|DF2012:Egglaying}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Eggs''' are laid by creatures with the [[creature token#L|LAYS_EGGS]] token.  This includes ordinary fowl and reptiles, and also some more exotic creatures such as [[giant eagle]]s, [[dragon]]s, [[kobold]]s, and many others.  Eggs can be used by dwarves as [[food]], or they can be hatched. Eggs can only be eaten raw if one of their component materials (yolk, white, or shell) is edible raw; otherwise, they have to be cooked into prepared meals first.&lt;br /&gt;
&lt;br /&gt;
Egg laying animals will claim an empty [[Nest box]] if one is available.&lt;br /&gt;
&lt;br /&gt;
Males can also be modded to lay eggs successfully, although these may not hatch.&amp;lt;sup&amp;gt;Needs clarification&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Hatching Conditions ==&lt;br /&gt;
&lt;br /&gt;
Hatching eggs requires that a male of the species be present (though this does not appear to guarantee fertilization) and that the dwarves are prevented from removing the egg from the nest box before it is hatched.&lt;br /&gt;
&lt;br /&gt;
If the creature is part of an actual civilization, then the egg-laying female must also be married in order for her eggs to be fertilized. eggs may be fertilized when lain, or they may not. depending on the animal, fertilization chances seem to differ?{{verify}}&lt;br /&gt;
&lt;br /&gt;
all fertilized eggs hatch (if left undisturbed in the nest box) after exactly 3 months.&lt;br /&gt;
&lt;br /&gt;
In short, egg fertilization has the same conditions as normal impregnation in the game.&lt;br /&gt;
&lt;br /&gt;
== Egg Composition ==&lt;br /&gt;
It appears from tests that the material an egg is made out of is actually the shell; this includes meals made from the eggs.&lt;br /&gt;
&lt;br /&gt;
== Egg Production ==&lt;br /&gt;
&lt;br /&gt;
Fortresses can set up [[egg production]] as a source of [[food]]. This requires at least one adult, tame, female egg-laying [[animal]], a built unclaimed [[nest box]], [[food hauling]], and [[cook]]ing.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189344</id>
		<title>User:WYFLCM</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189344"/>
		<updated>2013-07-01T23:18:52Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: /* Hey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hey=&lt;br /&gt;
Im Whatever you feel like calling me, recently got into dwarf fortress, and I like to find out the specifics. I update the wiki with anything I find out, and work on making it more D - Rated.&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189343</id>
		<title>User:WYFLCM</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189343"/>
		<updated>2013-07-01T23:18:45Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: /* =Hey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hey==&lt;br /&gt;
Im Whatever you feel like calling me, recently got into dwarf fortress, and I like to find out the specifics. I update the wiki with anything I find out, and work on making it more D - Rated.&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189342</id>
		<title>User:WYFLCM</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189342"/>
		<updated>2013-07-01T23:18:33Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hey=&lt;br /&gt;
Im Whatever you feel like calling me, recently got into dwarf fortress, and I like to find out the specifics. I update the wiki with anything I find out, and work on making it more D - Rated.&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189341</id>
		<title>User:WYFLCM</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:WYFLCM&amp;diff=189341"/>
		<updated>2013-07-01T23:17:55Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: Created page with &amp;quot;hey, Im Whatever you feel like calling me, recently got into dwarf fortress, and I like to find out the specifics. I update the wiki with anything I find out, and work on maki...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hey, Im Whatever you feel like calling me, recently got into dwarf fortress, and I like to find out the specifics. I update the wiki with anything I find out, and work on making it more&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=189339</id>
		<title>v0.34:Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=189339"/>
		<updated>2013-07-01T22:29:12Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:03, 4 June 2013 (UTC)}}&lt;br /&gt;
{{av}}'''Animal people''' is a general and collective term for the indigenous tribes of humanoids with various animal-like traits. Some original animal people were based on generalized classes of animals, however more recently discovered animal people are based on variations of species instead. They may appear wandering above ground, or inside [[cavern]]s.&lt;br /&gt;
&lt;br /&gt;
Animal people are often equipped with primitive weaponry such as [[wood]]en [[spear]]s and [[blowgun]]s. Animal people also tend to inherit abilities (such as [[flying]]) and other characteristics (such as [[steals items|thievery]] and [[syndrome|poisons]]) from their animal. While not interested in formal negotiations with dwarves, animal people are usually not hostile; some will choose to band together against a [[forgotten beast|common threat]].&lt;br /&gt;
&lt;br /&gt;
Animal people are notable for being the only known source of [[blowdart]]s, which they will not willingly relinquish.&lt;br /&gt;
&lt;br /&gt;
Animal people are not [[trapavoid]] and will often blunder into your cage traps, serving as live bait for [[giant cave spider|larger game]] and [[forgotten beast|uninvited guests]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Classes:&lt;br /&gt;
&lt;br /&gt;
*[[Amphibian man]] &lt;br /&gt;
*[[Reptile man]] &lt;br /&gt;
*[[Rodent man]] &lt;br /&gt;
*[[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Species:&lt;br /&gt;
&lt;br /&gt;
*[[Antman]] &lt;br /&gt;
*[[Bat man]]&lt;br /&gt;
*[[Cave fish man]]&lt;br /&gt;
*[[Cave swallow man]]&lt;br /&gt;
*[[Olm man]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=189338</id>
		<title>v0.34:Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=189338"/>
		<updated>2013-07-01T22:28:05Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:03, 4 June 2013 (UTC)}}&lt;br /&gt;
{{av}}'''Animal people''' is a general and collective term for the indigenous tribes of humanoids with various animal-like traits. Some original animal people were based on generalized classes of animals, however more recently discovered animal people are based on variations of species instead. They may appear wandering above ground, or inside [[cavern]]s.&lt;br /&gt;
&lt;br /&gt;
Animal people are often equipped with primitive weaponry such as [[wood]]en [[spear]]s and [[blowgun]]s. Animal people also tend to inherit abilities (such as [[flying]]) and other characteristics (such as [[steals items|thievery]] and [[syndrome|poisons]]) from their animal. While not interested in formal negotiations with dwarves, animal people are usually not hostile; some will choose to band together against a [[forgotten beast|common threat]].&lt;br /&gt;
&lt;br /&gt;
Animal people are notable for being the only known source of [[blowdart]]s, which they will not willingly relinquish.&lt;br /&gt;
&lt;br /&gt;
Animal people are not [[trapavoid]] and will often blunder into your cage traps, serving as live bait for [[GCS|larger game]] and [[forgotten beast|uninvited guests]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Classes:&lt;br /&gt;
&lt;br /&gt;
*[[Amphibian man]] &lt;br /&gt;
*[[Reptile man]] &lt;br /&gt;
*[[Rodent man]] &lt;br /&gt;
*[[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Species:&lt;br /&gt;
&lt;br /&gt;
*[[Antman]] &lt;br /&gt;
*[[Bat man]]&lt;br /&gt;
*[[Cave fish man]]&lt;br /&gt;
*[[Cave swallow man]]&lt;br /&gt;
*[[Olm man]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=189337</id>
		<title>v0.34:Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=189337"/>
		<updated>2013-07-01T22:27:19Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: expanded a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:03, 4 June 2013 (UTC)}}&lt;br /&gt;
{{av}}'''Animal people''' is a general and collective term for the indigenous tribes of humanoids with various animal-like traits. Some original animal people were based on generalized classes of animals, however more recently discovered animal people are based on variations of species instead. They may appear wandering above ground, or inside [[cavern]]s.&lt;br /&gt;
&lt;br /&gt;
Animal people are often equipped with primitive weaponry such as [[wood]]en [[spear]]s and [[blowgun]]s. Animal people also tend to inherit abilities (such as [[flying]]) and other characteristics (such as [[steals items|thievery]] and [[syndrome|poisons]]) from their animal. While not interested in formal negotiations with dwarves, animal people are usually not hostile; some will choose to band together against a [[forgotten beast|common threat]].&lt;br /&gt;
&lt;br /&gt;
Animal people are notable for being the only known source of [[blowdart]]s, which they will not willingly relinquish.&lt;br /&gt;
&lt;br /&gt;
Animal people are not [[trapavoid]] and will often blunder into your cage traps, serving as live bait for [[Giant Cave Spider|larger game]] and [[forgotten beast|uninvited guests]]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Classes:&lt;br /&gt;
&lt;br /&gt;
*[[Amphibian man]] &lt;br /&gt;
*[[Reptile man]] &lt;br /&gt;
*[[Rodent man]] &lt;br /&gt;
*[[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Species:&lt;br /&gt;
&lt;br /&gt;
*[[Antman]] &lt;br /&gt;
*[[Bat man]]&lt;br /&gt;
*[[Cave fish man]]&lt;br /&gt;
*[[Cave swallow man]]&lt;br /&gt;
*[[Olm man]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_axolotl&amp;diff=189334</id>
		<title>v0.34:Giant axolotl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_axolotl&amp;diff=189334"/>
		<updated>2013-07-01T20:33:02Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:18, 11 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=13&lt;br /&gt;
|brain=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|fat=12&lt;br /&gt;
|bone=18&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Axolotl.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=189333</id>
		<title>v0.34:Axolotl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=189333"/>
		<updated>2013-07-01T20:32:33Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: fixed the link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:57, 30 April 2012 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:axolotl.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=189332</id>
		<title>v0.34:Axolotl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=189332"/>
		<updated>2013-07-01T20:27:32Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:57, 30 April 2012 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:images.nationalgeographic.com/wpf/media-live/photos/000/007/cache/mexican-axolotl_780_600x450.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=189331</id>
		<title>v0.34:Axolotl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=189331"/>
		<updated>2013-07-01T20:27:11Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:57, 30 April 2012 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:http://images.nationalgeographic.com/wpf/media-live/photos/000/007/cache/mexican-axolotl_780_600x450.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sasquatch&amp;diff=189314</id>
		<title>v0.34:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sasquatch&amp;diff=189314"/>
		<updated>2013-07-01T17:20:53Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:21, 10 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Bigfoot&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=39&lt;br /&gt;
|meat=40&lt;br /&gt;
|fat=25&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Sasquatches''' are medium to large animals, weighing 7.5 times as much as the average adult dwarf upon maturity. They are also able to equip [[weapon]]s and [[armor]] and open unforbidden [[door]]s. If they aren't killed, they can live for centuries before dying of old age.&lt;br /&gt;
&lt;br /&gt;
Sasquatches are enabled with the ability to [[Building destroyer|destroy buildings]], so watch for outside [[Trading|trading depot]]s not protected by [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;Bigfoot&amp;quot; by the humans, the Sasquatch has been sought by fervent Cryptozoologists, a job title the tall ones made up. Despite several generations of camping out in the wild and being exposed to the elements of fun, the foolish humans never seem to be able to find one. Dwarves have killed and eaten (or been eaten by) many Sasquatches over the centuries, proving that not only does Sasquatch exists, but that there is a thriving Sasquatch population to make them a viable food source and that humans are stupid. A good day for dwarfkind.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, Sasquatches do not steal dried meat products from human caravans.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Grass&amp;diff=189303</id>
		<title>v0.34 Talk:Grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Grass&amp;diff=189303"/>
		<updated>2013-07-01T15:19:59Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Grass/mud==&lt;br /&gt;
does grass grow on mud?&lt;br /&gt;
&lt;br /&gt;
==Fire Breath==&lt;br /&gt;
&amp;quot;Note that fire breath (as also used by dragons) will not set grass on fire, instead instantly turning it into ashes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is wrong for version 34.07. Gras can catch fire due firebreath. It happened in my german lets play during a dragonattack. Here the link of proof.&lt;br /&gt;
&lt;br /&gt;
http://youtu.be/k6FPwIvSYBM&lt;br /&gt;
&lt;br /&gt;
Focus on the yellow/red blinking grass/cavern Floor tiles. If I am mistaking I want to apologize in advance. I did not change the actual wikipage.&lt;br /&gt;
&lt;br /&gt;
Also I have the Copyright on my audiostream and the permission from bay12games for the graphical content. I only want to say this to satisfy the current copyright laws.&lt;br /&gt;
==Dead Grass==&lt;br /&gt;
In evil biomes that are also undead areas, much of the grass is dead, like the trees. '''''Animals will not eat the dead grass'''''. Assign a larger area for pastures so grazers can eat the patchy still-living grass.&lt;br /&gt;
&lt;br /&gt;
In good biomes, you may find grass made up of bubbles and feathers. '''''Like their evil counterparts, they feed livestock normally'''''. &lt;br /&gt;
&lt;br /&gt;
I think here something worng or the sentence is not clear. When I can not eat dead gras how it can feed the livestock normally?&lt;br /&gt;
:Animals can't eat '''dead''' grass, but they ''can'' eat '''evil''' grass. --[[User:Quietust|Quietust]] 01:05, 29 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=189295</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=189295"/>
		<updated>2013-07-01T03:27:10Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goblin Caravans?==&lt;br /&gt;
this article is conflicted, in 1 place it says goblin caravans arrive in the winter, another says they arrive every season. can someone confirm which is right?&lt;br /&gt;
&lt;br /&gt;
== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depot Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
This is something I've not had the courage to verify, but I've noticed.  I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally.  I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird &amp;lt;&amp;lt;ropes&amp;gt;&amp;gt; had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble.  They packed up and left.  I tried this more carefully the next year, and same thing.&lt;br /&gt;
&lt;br /&gt;
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --[[User:Aescula|Aescula]] 10:23, 21 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)&lt;br /&gt;
&lt;br /&gt;
== Animal Genders ==&lt;br /&gt;
&lt;br /&gt;
I really feel stupid asking this one...  I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which?  The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first.  I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name.    [[User:Gatherer818|Gatherer818]] 00:56, 4 September 2012 (UTC)&lt;br /&gt;
: I believe that males would come first, even if there gender isn't displayed, simply because there wouldn't be a good reason for them not to. If you need a specific gender, I would just request both and choose when they arrive, just to be safe. --{{User:Lethosor/sig}} 23:52, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins Arrive in Winter ==&lt;br /&gt;
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. [[User:Danjen|Danjen]] 02:54, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for &amp;quot;emergency supplies&amp;quot;.&lt;br /&gt;
# Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.&lt;br /&gt;
# Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).&lt;br /&gt;
# Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).&lt;br /&gt;
# Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).&lt;br /&gt;
&lt;br /&gt;
These rules actually date all the way back to 23a (aside from the &amp;quot;wood logs&amp;quot; rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --[[User:Quietust|Quietust]] 19:12, 5 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flowchart error? ==&lt;br /&gt;
&lt;br /&gt;
I'm quite certain that the liaison does not talk with the broker, but rather with the main administrator - expedition leader, mayor, noble. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.65.223.39|91.65.223.39]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:True. I changed the flowchart (which is located [[Main:Trading/Flowchart|here]]). --{{User:Lethosor/sig}} 23:45, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven 'mercenaries' ==&lt;br /&gt;
&lt;br /&gt;
I apologize if this is in the wrong place, it just seemed like the most valid area to put it.&lt;br /&gt;
&lt;br /&gt;
So while playing one of my fortresses, a wagon got stuck leaving the depot and decided to sit there. Eventually, it broke and the merchants all ran away, but a curious thing happened. Two of the caravan guards remained beside it. So as the months turned into years, these few soldiers stayed by my fortress, never leaving, never going mad, never starving. And that's when it occurred to me. What if I could separate the soldiers from the caravan? The caravans don't care when soldiers don't come back, and the soldiers remained friendly after caravans had left. It would be a perfect backup for my fortress, a lever that can simply release an army of friendly soldiers into the enemy ranks, eager to path from the interior of my fort to the exit, undoubtedly through the front lines of the goblin invaders. So construction was begun, on the first guard-capturing system. It was a simple thing, simply a depot surrounded by retractable bridges, as soldiers have a tendency to walk around the outside of the depot while the merchants remain within, and although inefficient, it did begin to have some results.&lt;br /&gt;
&lt;br /&gt;
This inefficiency, of course, was unacceptable, so I decided to refine my system. A caged troll was placed on a platform opposite a bridge beside my depot, and a window was build between them. When soldiers arrived, the troll could be released, and being a building destroyer, would remain by the window in order to break it, while the soldiers would path across the bridge and be trapped below. This system, while still not perfect, resulted in a roughly 95% efficiency, with nearly all soldiers being captured underneath. &lt;br /&gt;
&lt;br /&gt;
During the following goblin Siege, the spike pit trap that was connected to my detainee pit, which I was testing in the meantime, began to have a curious result. Arrows were being fired out of it into the goblin horde, and I certainly did not post any archers there. The captured archers were firing out of the pit and into any goblin that pathed within range. &lt;br /&gt;
&lt;br /&gt;
This, of course, made me realize that it would be very possible to set up a system for caging archers, then releasing them into guard towers where they will defend your fortress at all times, never tiring, never needing breaks. Now, of course, I needed to figure out the logistics of such a task. Initial attempts at causing soldiers to be trapped by fall damage were... unsuccessful, however a cave in due to a poor channel design gave me an idea. Dust from cave ins will knock any creature unconscious, and it can easily be manufactured where necessary. This system, of course, resulted in several redesigns to my capturing apparatus, the main difference being a new system was required to produce the dust. The end result was very good, with very low casualties, and a very high caging rate. Archers could now be placed where required, attached to a lever, boxed in with fortifications, and released to provide covering fire for dwarves in case of a seige, ambush, or theives. Melee soldiers, on the other hand, I discovered could be chained wherever necessary. &lt;br /&gt;
&lt;br /&gt;
As of now, (practical) uses of your new soldiers include:&lt;br /&gt;
Last line of defense- soldiers will path towards the exit, and assuming your depot is near the entrance, this will likely be straight through the goblin soldiers&lt;br /&gt;
Archers- They can be on duty at all times, theives will be cut down mercilessly upon discovery. Some method of cutting off their line of sight, drawbridges for example, is recommended in case of elite archers. &lt;br /&gt;
Sentries- More likely to survive a goblin ambush than your average kitten.&lt;br /&gt;
Guards- A soldier is far stronger than a war dog, and unlike the dog will gain experience in his/her weapon of choice. Life expectancy is considerably longer as well.&lt;br /&gt;
Pit Traps- After a fall, goblins are essentially defenceless. A single soldier locked at the bottom of your pit trap will be able to easily dispatch anything that survives the fall. &lt;br /&gt;
&lt;br /&gt;
You could also host gladiatorial matches between them and captured goblins. How about a three way match with a hydra as well? Entertainment for everyone, and no tantrums at the end!&lt;br /&gt;
&lt;br /&gt;
A warning: I have yet to experiment in-depth with using soldiers when the faction said soldiers belong to is at war with you (ex, humans seige you, will your 'mercenaries' switch sides?) so be wary of your newly positioned archers firing upon you. Consider having a cutoff switch, to block their view in case of betrayal. Early tests on a captured fortress where goblins were friendly on reclaim resulted in three out of forty goblins remaining loyal to the fortress upon seige, one of which died immediately, and another which switched sides again partway through the battle. All three who remained loyal had been in combat and killed goblin ambushers, which implies loyalties might shift from killing soldiers from the parent faction. In the same fortress, a human seige did not cause any human soldiers to switch sides, but all soldiers in question were still caged, awaiting transport to their new post. It is unknown if this changes anything, as tests are still underway.&lt;br /&gt;
&lt;br /&gt;
(pictures of said apparatus might come later, a bit of fun occurred in my test fortress due to some shenanigans with said turncoat goblins and an ensuing tantrum spiral, but after repairs are complete I should be able to post non-messy screenshots)&lt;br /&gt;
&lt;br /&gt;
:You should probably put this on the forums (http://www.bay12forums.com/smf/index.php?board=2.0) as well, not that many people will read it here. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 14:35, 17 June 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=189294</id>
		<title>v0.34:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=189294"/>
		<updated>2013-07-01T03:15:19Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: /* Offering items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a [[Trade depot]] is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
See the [[Trade depot]] article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting trader has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you establish your hospital at the moment the first elven caravan arrives, or if you add the first coffers to it, your dwarves will take all of the cloth and thread they can carry off of the elves.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes..&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
** On a similar note, if you have sold a large number of low value goods (such as all the loincloths and cloaks scrounged from a siege,) it can take a caravan ''months'' to pack it all up, to the point where they're still on the depot when the next one comes. An incoming caravan can occupy the same depot and trade with you, but if they both try to go through your entry tunnel at the same time they will become permanently gridlocked against each other. &lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot (possibly months if he is &amp;quot;[[on break]]&amp;quot;). Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves, and winter for goblins. It is rare for your civilization to be on peaceful terms with goblins, however. In the first year, only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering an obstacle will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
If a caravan has a lot of junk to load up, it can take a while (&amp;gt;=2 months), however another caravan can unload and trade while the first one is still packing.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Our fortunes rise and fall together&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is extinct.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Diplomats ==&lt;br /&gt;
[[Diplomat]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left). Diplomats generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a diplomat may allow you to request specific items for the next caravan to bring (at a premium price), take requests for production for the next caravan (for which the merchants will pay a premium), or sign a cease-fire to end hostilities.&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a diplomat of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}} &lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating trade agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
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If an large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Aggressive, untrainable animals (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
*One outgoing trade caravan can run into another incoming trade caravan, leading to them getting stuck in the entrance to your fortress, wagons breaking, trade failing, and other problems. Rarely, this can even happen out in the open, when they are surrounded by plenty of space to maneuver. {{Bug|5687}}&lt;br /&gt;
*[[Unfortunate accident|Killed]] caravan guards can't be [[slab|memorialized]] {{Bug|5755}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
*If you order your military to kill merchants from your own civilization, a bizarre result of the the way loyalty is handled makes the members of your military who attacked the traders to become enemies of your civilization, but members of your fort's government (Dwarves of this Faction will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do NOT follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ AND fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
Dwarves from these different &amp;quot;factions&amp;quot; will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Tame Animals are loyal to civ and fort indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.&lt;br /&gt;
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'''NOTE:''' Be advised that if one of your dwarves turns into a [[werebeast]] and you send your military to kill him while shapeshifted, failing to kill (and allowing the dwarf to revert back to normal) may cause a loyalty cascade.&lt;br /&gt;
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== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
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*If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Well&amp;diff=189293</id>
		<title>v0.34 Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Well&amp;diff=189293"/>
		<updated>2013-07-01T01:04:21Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
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&lt;div&gt;&amp;quot;Any dwarves who fall through may escape drowning if the water source includes an escape route.&amp;quot; Any dwarves who fall through may also escape drowning if the water level is too low and the impact kills them in another horrible way.--[[User:MacGyver|MacGyver]] 10:33, 19 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==bucket full==&lt;br /&gt;
:I just noticed in the q menu for the first time instead of &amp;quot;active&amp;quot; the message &amp;quot;bucket full&amp;quot;. (So far the well worked fine) Indeed with 't' the bucket has &amp;quot;water 10&amp;quot;. This is probably the regular state when a dwarf was interrupted? Add to page? --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 07:32, 15 April 2013 (UTC)&lt;br /&gt;
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==Pressure Vs Wells==&lt;br /&gt;
if there is a large amount of [[pressure]] on a spot blocked by a well, will water come out of the hole? --[[User:WYFLCM|Whatever you feel like calling me]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=189288</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=189288"/>
		<updated>2013-06-30T22:51:15Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
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&lt;div&gt;==&amp;quot;Magma Piping?==&lt;br /&gt;
does magma melt non-magma save walls? can it do it vertically, assuming i channeled out the floor? up and down? it would be interesting to just melt a bunch of stone in a big line straight up instead of build a huge pump system.&lt;br /&gt;
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==LIES!==&lt;br /&gt;
'Like walls, doors can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position.'&lt;br /&gt;
I did this and my andesite doors turned into puddles of goo, as did my hatches. Much Fun is currently happening...&lt;br /&gt;
* Perhaps you forgot to &amp;quot;lock&amp;quot; the door? The door should be fine so long as the magma is not actually on the door's tile, which should not happen unless one of your &amp;lt;s&amp;gt;idiots&amp;lt;/s&amp;gt;dorfs opens it (I think this is due to quirks with the temperature system; magma's temperature is fixed at 12000 degrees Urist and does not heat up adjacent tiles). In fact, just the other day I rerouted magma through my barracks to clean up the assorted crap that had accumulated on the floor. The doors held firm (though I did construct a wall in front of the doors, just in case), although a dwarf in a completely different part of the fortress (and the schmoe in the barracks with two missing limbs and a broken spine, though that was considerably less surprising) inexplicably burst into flames, which baffles me to this day. Perhaps it was fire snakes. Or Spontaneous Dwarven Combustion (SDC). --[[User:Mr Frog|Mr Frog]] 01:28, 21 March 2010 (UTC)&lt;br /&gt;
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==Steel?==&lt;br /&gt;
Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:Magmaproof is not the same as fireproof. Buildings that work WITH magma need to be fireproof. Rocks and iron are fireproof. Wood is not. Buildings that are going IN the magma, such as floodgates, their mechanisms, and pumps need to be magmaproof materials such as steel and bauxite. [[User:Rkyeun|Rkyeun]] 01:51, 13 July 2009 (UTC)&lt;br /&gt;
::The &amp;quot;must have steel&amp;quot; thing is from the old 2d version. Now, it is only required to be fire safe, such as iron and steel, most other metals, and most types of rock.--[[User:Zchris13|Zchris13]] 15:10, 15 October 2009 (UTC)&lt;br /&gt;
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==Disabling temperature?==&lt;br /&gt;
If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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==Mountain Layers &amp;amp; magma?==&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
:::A small patch of obsidian is a dead giveaway for a magma pipe.--[[User:Zchris13|Zchris13]] 15:11, 15 October 2009 (UTC)&lt;br /&gt;
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==magma chamber not visible==&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
:::Turning on the &amp;quot;see magma pools and pipes&amp;quot; option in the init file would be a great help for trouble shooting on this topic.--[[User:Zchris13|Zchris13]] 12:44, 23 April 2009 (UTC)&lt;br /&gt;
::::I have seen this &amp;quot;cap&amp;quot; of obsidian over pipes in all temperatures.--[[User:Zchris13|Zchris13]] 15:17, 15 October 2009 (UTC)&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
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:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
::::Magma pipes are not 'necessarily' part of a mountain, while volcanoes make a mountain around them during world gen.  Comes down to a number game.  Volcanoes have a magma number of 100, while pipes have a number between 99 and some lower value.--[[User:Zchris13|Zchris13]] 12:48, 23 April 2009 (UTC)&lt;br /&gt;
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== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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I'm playing a magma pipe right now, and after filling a reservoir to build my forges over, I noticed the main pipe section refilled itself a little bit.  It's not back to what it used to be, but there is definitely some regeneration going on.  Seems to be going at an excruciatingly slow pace though.  About 7 years into the fort and the pipe is nowhere close to being completely refilled.  --[[Special:Contributions/65.94.8.163|65.94.8.163]] 14:12, 11 October 2009 (UTC)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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::It also makes sure water stays heated; a friend of mine keeps magma under a few of his natural pools to make sure they stay thawed during the cold winter months (all but the middle summer month!) --Gotthard 17:45, 12 July 2009 (UTC)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma vs puppy? ==&lt;br /&gt;
&lt;br /&gt;
I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
&lt;br /&gt;
For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== gruesome accident in older 2d version ==&lt;br /&gt;
&lt;br /&gt;
beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
&lt;br /&gt;
== Magma cooling? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mechanisms on Non-Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or you could make your life much simpler with [[Fortification]]s. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How? [[Fortification]]s allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
&lt;br /&gt;
:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
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::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
&lt;br /&gt;
I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
&lt;br /&gt;
In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
:::Oh what [[Losing|FUN!]]  --[[User:Arkenstone|Arkenstone]]&lt;br /&gt;
::::A bit late, but are you sure you didn't somehow cause a [[cave-in]] and punch a hole through the floor? I've '''never''' observed magma destroying walls or floors on its own, even those made of sand. --[[User:Quietust|Quietust]] 16:19, 8 October 2009 (UTC)&lt;br /&gt;
:::::Good timing because I just observed this myself and it definitely wasn't a cave in. Magma created an open space in a white sand floor and began flooding my fortress. Had breached the underground river so it could also have been a tower cap burning but I didn't think that happened. [[User:Pti|Pti]] 21:33, 8 October 2009 (UTC)&lt;br /&gt;
:::::Incidentally, that was with temperature off. [[User:Pti|Pti]] 21:35, 8 October 2009 (UTC)&lt;br /&gt;
::::::That would actually be an interesting thing to check - my current fort has a short underground magma channel, hollow underneath, and having sand floors, but the layer underneath is all chalk so no tower-caps would be able to grow. I could possibly test it by adding some mud next to the channels, since I've observed nearby muddy floors to permit tower-cap growth above stone layers. --[[User:Quietust|Quietust]] 22:00, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No little errors ==&lt;br /&gt;
&lt;br /&gt;
I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temperature setting ==&lt;br /&gt;
&lt;br /&gt;
While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Site finder==&lt;br /&gt;
&lt;br /&gt;
Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma-swimming Baby ==&lt;br /&gt;
&lt;br /&gt;
For some reason, someone has dropped their baby into the magma. The strange thing is, it aint burning up. Its lying there, and apparently has done so for a long time. Its hungry and thirsty. --[[User:Myroc|Myroc]] 15:26, 21 February 2009 (EST)&lt;br /&gt;
:I once had a mother get trapped behind a magma bulkhead with her baby. She died promptly. The baby just sorta sat in the magma flow for about a year before it died too. [[User:HeWhoIsPale|HeWhoIsPale]] 16:40, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spawn Distance For Creatures? ==&lt;br /&gt;
&lt;br /&gt;
How far from the magma pipe can fire snakes (and imps, if they spawn) appear?  Also, are they limited to spawning near the magma pipe itself, or ANY magma (i.e., a magma tap leading across the map into your fortress)?&lt;br /&gt;
:The pipe itself--[[User:Zchris13|Zchris13]] 23:51, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hidden Magma Pipe ==&lt;br /&gt;
So I just got the message 'You have discovered a magma pipe.' This made me very happy, because I had no idea that magma was on my map, and the area is completely devoid of trees, which means I won't have to worry about charcoal as much. Anywhos, after getting the message and looking around the level... I can't find it anywhere! I assumed that you get the message when your dwarf mines a tile next to the pipe or something, but I can't find it anywhere, not even on the local map. Magma forges are enabled, so that must mean that I did find one... But is there any way of finding the darn thing? I assumed it was from some of my exploratory mining, but after looking around that area and even digging further into the rock, I don't see anything. Is it possible that the magma pipe is off the level or something, so I get the message but can't see it? Arg, this is so annoying. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 00:34, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Try zooming in on any magma related creatures from the units menu. You could also zoom in on the newest (last) obsidian stone listed on the stocks menu I think. --[[User:Elvang|Elvang]] 04:21, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check for a [[Magma#Using_magma|Magma Cap]]. --[[User:N9103|Edward]] 09:12, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I tried looking at the units list... Only a couple dead kobolds, a few camels, and my dwarves... So that's a no go. And there are 15 obsidian stones in my stocks, but the zoom function is grayed out... And my bookkeeper is at 100% efficiency. I also tried looking for a magma cap, but I couldn't find one. Aha! Success! I made an obsidian stockpile, and watched where my all-knowing dwarves went, and I found the source of the obsidian. I tried digging from that point, and I found it! It's a bit small, but I suppose the diameter doesn't matter much when it's a magma pipe. Thanks for your help, guys. Also, I know that talk pages aren't meant to be used as forums or anything, but is it against the rules and/or frowned upon to ask questions on the talk pages?&lt;br /&gt;
&lt;br /&gt;
::: It's fine, it might even be a good thing, since we can add other tidbit of information to a main article if needed. Feel free to ask question (as long as it is in the appropriate place. --[[User:Karl|Karl]] 13:19, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items Caught In Cooling Magma ==&lt;br /&gt;
After one of my wrestlers got pulled into a magma vent, I noticed that his Steel equipment only sank a single Z level. This brings up the idea that, if I were to pour water over the surface and harden that Z level, I could presumably recover the equipment. But will items caught in hardening magma be destroyed? Or merely trapped in obsidian that you can mine out? --[[User:Scarecrow|Scarecrow]] 16:37, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hm, good question. Wouldn't it make sense that the item just gets trapped, and you just have to mine out the hardened rock to get the item back? That is, if it's resistant to magma and/or the temperature's off. Right? Why would cooling the magma destroy the object? Unless the game had it coded where like, a tile of stone being created removes all the items from the block. Which would suck. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Items lost in rivers or moats can be recovered by mining the ice in winter. It is not unreasonable to assume that magma/obsidian behaves like water/ice in this respect. This begs testing, obviously. --[[User:Aykavil|Aykavil]] 21:07, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Tested this by a) dropping (non-magma safe) rocks into a river and then pouring in Lava, they were recoverable. b) putting a couple of similar rocks as well as a nickel-silver bar and a constructed nickle-silver bridge into a room, letting enough magma in to cover the floor, and then adding water before the rocks had melted. All items were recoverable and the bridge was still intact after digging it out. --[[User:Mael|Mael]] 00:08, 15 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Nice!  That means my Obsidian Tomb trap concept just got a lot better!  --[[User:Arkenstone|Arkenstone]] 14:10, 20 August 2009&lt;br /&gt;
&lt;br /&gt;
== Flies spawning from magma? ==&lt;br /&gt;
&lt;br /&gt;
I don't know why, but I've observed flies (normal and acorn flies, mostly normal flies) spawning at the edge of magma where its melting rock. It's particularily noticeable when you have magma channels under your forging area since the confined space tends to concentrate them. Also, they will come out of any magma access holes you have dug. I'm using the Mayday graphics mod, so no idea if it's an artifact. My theory is that they represent vapors coming out of the magma as it melts the rock it encounters. I also added this fact to the flies page as well. --[[User:Smjjames|Smjjames]] 14:14, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This has happened to me as well, it dosn't have anything to do with the graphics mod because I don't use it, I thought it was part of the civi forge mod I have been using, my personal theory it that flies spawn from refuse and molten rocks are refuse, it might also be from the dirt that magma makes because once I found a dwarf going down to my obsidian farm to clean something, the magma had cleared because my watergate broke(I suspect that an elven plot or carp are the cause).The ground had marks on it and I saw my cleaner cleaning it up.The flies may be attracted to &amp;quot;dirty&amp;quot; tiles but i'm not sure.--[[User:Supercharazard|Supercharazard]] 17:30, 12 October 2009 (UTC)&lt;br /&gt;
::I have noticed this same behavior in vanilla DF--[[User:Zchris13|Zchris13]] 15:20, 15 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Digging into volcano wall ==&lt;br /&gt;
&lt;br /&gt;
While the article says you need unbelievably fast to avoid getting incinierated while digging into the obsidian wall, this doesn't seem to be true.  More important than speed is to make sure the digger has a designated mining section a few blocks away to immiedately start working on so he doesn't get that split second pause before switching labor.  With this method I got a miner with merely &amp;quot;agile&amp;quot; out safely. [[User:Greep|Greep]] 04:48, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== digging away the obsidian ==&lt;br /&gt;
&lt;br /&gt;
There's something that I've not been able to find an answer for anywhere, which is if I dig away at the obsidian walls of the magma pipe (without touching the very inner layer of obsidian), will magma thats above the obisidan tile be able to leak down or is there a floor under the magma tile (above the obsidian) that'll prevent it from spilling out? --[[User:Kain|Kain]] 21:26, 26 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If there was a natural tile one z-level down, then there is a floor there. --[[User:Elvang|Elvang]] 00:06, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Producing Obsidian section ==&lt;br /&gt;
&lt;br /&gt;
The example directly on the page is difficult to understand--some diagrams would be helpful. Really, detailed designs like that should be on user pages anyway. It would be swell if the person who added this design put it on their own user page and linked to that from here. --[[User:King of the Internet|King of the Internet]] 01:29, 9 August 2009 (UTC)&lt;br /&gt;
:Agreed, needs some simple diagram(s) (not over-specific, easily understood/modified to suit individual needs), but also needs to be 1) [[Main:Character_table|standard notation]], and 2) on this page.  If it's on a user page, other users really can't edit it if needed (for instance, to standardize the map symbols - the wall, specifically). --[[User:Albedo|Albedo]] 18:07, 9 August 2009 (UTC)&lt;br /&gt;
:Edit - upon reflection, there's every reason to give this topic its own page. [[Obsidian farming]]. --[[User:Albedo|Albedo]] 19:53, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava ==&lt;br /&gt;
&lt;br /&gt;
 Lava is the same substance, but this name for the material is seen less often seen. &amp;lt;br /&amp;gt;It seems to be the result of a 1/7 magma flow onto floor tiles, before it evaporates.{{verify}}&lt;br /&gt;
&lt;br /&gt;
 Magma that occurs [[Tile attributes|above ground]] is referred to as '''Lava'''.&lt;br /&gt;
Nope, sorry - I may not have the whole definition, but your limits are just wrong. I noticed &amp;quot;lava&amp;quot; underground while piercing an aquifer. It had been pumped down from the surface, but it was then underground, and had overflow from making obsidian on water onto a floor tile - and none of the other magma doing the work was &amp;quot;lava&amp;quot;, it was all &amp;quot;magma&amp;quot;.  So was every bit of the magma vent that was exposed. So... I don't know where that leaves us, but for now neither may be (completely) right.--[[User:Albedo|Albedo]] 05:55, 28 September 2009 (UTC)&lt;br /&gt;
*I've got an above-ground magma pipeline that briefly passes through an underground passage - it becomes Lava once it goes above ground, turns ''back'' into Magma once it enters the subterranean tunnel, then becomes lava again when it emerges. --[[User:Quietust|Quietust]] 23:30, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma &amp;quot;teleportation&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I've observed this an incredibly annoying number of times; as I'm writing, my current fortress just lost two mason-engravers to magma magically appearing on top of them. In all cases, this has happened when I'm digging near the magma pipe; the first was on a glacier which had a &amp;quot;capped&amp;quot; pipe, so it was covered by obsidian. I became aware of this a little more quickly than I'd like - after a short while I noticed that the small area I'd dug out (just above the magma) for forges had filled up with small amounts of magma, and continued to do so. After that, I noticed that the garbage pit I'd dug out had begun to harbor magma, and so sealed it off. And now, in my current fortress, construction of a (fully iron) screw pump is barely grinding along because the magma respawns and I have to wait for it to &amp;quot;evaporate&amp;quot; before I can continue. Considering how it's about 150 tiles away from my stockpiles, work is moving slowly, and it's requiring an obscene amount of power (and wood) just to build the infrastructure to deliver power to the pump in the first place so that it can start pumping magma through the 5 or so z-levels ahead of it. I can't have somebody power it themselves unless I'm in the mood for barbecue (and don't mind any more casualties on my end). This is kind of getting on my nerves, because I can't expand into using magma-powered workshops until that one pump is actually delivering magma to the reservoir I designed for that purpose, and even after that, there are about 7 more floors to go until it reaches the workshops.&amp;lt;br&amp;gt;&lt;br /&gt;
TL;DR: Magma is refilling where it shouldn't, and it's getting '''extremely''' [[Fun|annoying]]. Suggestions? I have an [[aquifer]] of unknown depth surrounding the source, so I can't take the direct route. (I found out by trying to, it wasn't pleasant.) ~ [[User:Midna|Midna]] 00:17, 28 January 2010 (UTC)&lt;br /&gt;
:If the pump's input tile has a &amp;quot;Magma Flow&amp;quot; directly beneath it (i.e. no obsidian walls obstructing the path) and said pump is not at the very top of the magma pipe, then the magma pipe is simply refilling into that tile. --[[User:Quietust|Quietust]] 00:41, 28 January 2010 (UTC)&lt;br /&gt;
::Seen it mentioned on the forums that the magma pipe refills by spawning magma at the TOP of the pipe, rather than from the bottom or whatever level the magma's at. Probably should be added to the article. --Gelmax&lt;br /&gt;
:::No, since that's wrong - the magma spawns at the '''surface''' of the magma, not the top of the pipe. --[[User:Quietust|Quietust]] 20:46, 30 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vs. Windows?? ==&lt;br /&gt;
&lt;br /&gt;
I know walls are impervious to magma, but I was going to drain down some of my magma pipe, and wanted happiness from the fall, without much danger.  So, I put up a gm window.  Let's see what happens.--Aescula (not logged in ATM)&lt;br /&gt;
:Magma never forms mist unless it is caught in a cave-in. And, as far as I know, it does not cause the happy thoughts. --[[User:Iban|Iban]] 22:51, 30 January 2010 (UTC)&lt;br /&gt;
::Your dwarves need to have physical contact with mist to be made happy. And magma mist causes swift, hot death. --[[Special:Contributions/86.6.124.113|86.6.124.113]] 23:47, 2 February 2010 (UTC)&lt;br /&gt;
::I don't think a gem window would melt anyway; gems are, if I recall correctly, generally impervious to magma. Even if that weren't the case, constructed windows can't really be &amp;quot;submerged&amp;quot; in magma, and so shouldn't melt.... ~ [[User:Midna|Midna]] 02:33, 3 February 2010 (UTC)&lt;br /&gt;
:::Last I checked, magma was more than capable of melting rough gems (an earlier fort has an invisible glob of molten gray chalcedony in Z-Stocks from bug 000525/000595/000641). --[[User:Quietust|Quietust]] 05:17, 3 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Warm Stone Stuck On ==&lt;br /&gt;
This is a fiddly bug which came up in a large batch of obsidian farming. What I'm seeing is a weird random looking pattern of warm stone inside my freshly created obsidian. Digging this obsidian back out I get a big clue, there is molten stone in the farm area, which appears again when I dig the obsidian back out. I clear out the entire area, haul off all the stone, and use several fortifications to insure that my magma pipe cant pump any more molten rock into the area. I refill the area, and I still have this random pattern of warm stone. I then clear out a new untouched area and repeat the test. This time I clear all possible stone before filling the area. This time no warm stone appears. &lt;br /&gt;
&lt;br /&gt;
I'm not completely certain of my results yet, but what I think is happening is when a piece of molten stone gets encased in obsidian it turns on the warm stone flag. However, when this tile is dug back out, the warm stone indicator is NOT removed, only hidden because it's empty space. So when the tile is refilled again with obsidian, it will again indicate warm stone even though the molten stone has long since been removed. &lt;br /&gt;
&lt;br /&gt;
Some things I'm unclear on. My results are a bit uncertain because of how flow pushes objects around it's difficult to get a good clear test. It's unclear to me so far if the molten stone will be removed when it is encased in obsidian, although no amount of time passing seems to remove these warm stone flags that are created this way. I've been cussing at this bug for a few days and still don't fully understand it yet. [[User:Doctorzuber|Doctorzuber]] 19:20, 31 March 2010 (UTC)&lt;br /&gt;
:From my experience, the &amp;quot;warm stone&amp;quot; flag is actually based entirely on the temperature of the tile - if you set some coal on fire, it'll cause the walls to show up as &amp;quot;warm stone&amp;quot; even though there's no magma present, and spirits of fire will also do this as they walk down passages. Normally, magma sets the current tile's temperature to exactly 12000 and appears to set all adjacent tiles to 10100, and when you make a batch of obsidian (and there aren't any molten globs present), it'll normally show up ''all'' warm for a while before all cooling down. If you're still seeing bits of warm stone, it's possible you have &amp;quot;hidden&amp;quot; globs of molten stone in the area (which could happen if any chunks of stone melted as the magma was flowing into the chamber) - check Z-Stocks under &amp;quot;globs&amp;quot; or &amp;quot;liquids&amp;quot; and see if there's anything there. --[[User:Quietust|Quietust]] 22:00, 31 March 2010 (UTC)&lt;br /&gt;
:: Right, that's consistent with my findings. however as I said, the warm stone flag seems to remain on after the stone is re-dug, the molten glob is removed, and the area is refilled with new obsidian. As for the molten stone encased in obsidian it appears to be impervious to cooling and or removal at the end of season as per normal giving an effectively permanent warm stone indicator. [[User:Doctorzuber|Doctorzuber]] 22:22, 31 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Thrips_man&amp;diff=189284</id>
		<title>v0.34:Thrips man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Thrips_man&amp;diff=189284"/>
		<updated>2013-06-30T22:16:07Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:02, 23 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
A more or less harmless creature, terrible for being shot at by archers. impossible to chase as they fly straight over rivers and mountains leaving your dwarves in the dust.&lt;br /&gt;
Does not pose a threat to your dwarves in any other way than interrupting their over-world chores.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_hedgehog&amp;diff=189257</id>
		<title>v0.34:Giant hedgehog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_hedgehog&amp;diff=189257"/>
		<updated>2013-06-30T16:55:35Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:47, 18 March 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=18&lt;br /&gt;
|tooth=0-2&lt;br /&gt;
|meat=14&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12&lt;br /&gt;
|hair=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|spine=1&lt;br /&gt;
&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
has been observed to walk straight into your meeting area and get slaughtered by dogs.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Emerald&amp;diff=189255</id>
		<title>v0.34:Emerald</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Emerald&amp;diff=189255"/>
		<updated>2013-06-30T15:34:51Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:43, 2 October 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
'''Emerald''', a green form of the mineral beryl, is considered a precious stone, found in small clusters, within schist, granite, and marble layers.  A value of 40 makes it an excellent trade good or item improvement item.&lt;br /&gt;
&lt;br /&gt;
because of the locations where it is found, it is often found in small clusters around the magma sea, leaving only 1 or 2 crystals far enough away from the magma to be mined.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Underworld&amp;diff=189250</id>
		<title>v0.34:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Underworld&amp;diff=189250"/>
		<updated>2013-06-30T02:46:14Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: added info about adamantine pillar diving&lt;/p&gt;
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&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Reaching Hell==&lt;br /&gt;
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi molten rock, which cannot be cleared by digging but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. There are three ways through the impassible layer:&lt;br /&gt;
 &lt;br /&gt;
'''Digging through an adamantine vein:''' [[raw adamantine|Adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located a different height - the risk is all part of the [[fun]].&lt;br /&gt;
Note that adamantine veins always seem to end in mid air, so once you breached the final layer you face a horde of demons which hovers directly below your feet.&lt;br /&gt;
&lt;br /&gt;
'''Entering a demonic fortress:''' These fortresses are found once per map tile, as frequent as the old [[40d:Eerie glowing pit|eerie glowing pits]]. They also go right through to Hell, however they are defended by undead creatures and demons on the lower levels. [[Demonic fortress|See the full page for more details]].&lt;br /&gt;
&lt;br /&gt;
'''Tunneling through semi molten rock:''' A new method has been discovered that allows your dwarves to engineer a convoluted system involving controlled cavern collapsing and exploiting the odd behavior of a [[semi-molten rock|magma flow]] tile. Not only does it allow access to Hell, you can further exploit the Magma Flow tile to dig through Eerie Pits, duplicate any type of stone (including raw adamantine) and [[Slade|mine slade]]. The whole thing is documented and explained in this [http://www.bay12forums.com/smf/index.php?topic=108189.0 Forum Thread].&lt;br /&gt;
&lt;br /&gt;
==Hell itself==&lt;br /&gt;
&lt;br /&gt;
[[File:eerie_cavern.png]]&lt;br /&gt;
&lt;br /&gt;
You will receive the above announcement upon piercing Hell. One frame later, you will get a second announcement: &amp;quot;Horrifying screams come from the darkness below!&amp;quot; At this point a massive number of [[demon]]s will be spawned - though the number is not fixed, the demons will likely fill many pages on the Units screen. You'd do well to prepare for the worst. If there are multiple adamantine pillars present on the map, only one will trigger the invasion when breached. Thus, it's possible to descend into Hell 'safely' if you guess a right pillar. &lt;br /&gt;
&lt;br /&gt;
Hell takes the shape of a large open cavern made of [[slade]]. It expands out in all directions without bound with a height varying between 1 and 4 z. Its rough floor slopes up and down, making it possible to walk around and explore should you get an adventurer down there. In the floor are glowing cracks that shine purple light up into the main cavern of Hell - whence comes this light, mortal minds dare not speculate.&lt;br /&gt;
&lt;br /&gt;
In Hell proper, demons spawn on the edges much like animals do on the surface; demons thus spawned will be content to meander Hell without going out of their way to extinguish all life they can reach. It is yet unclear whether the number of demons is finite; in information exported from the legends screen, the population of demonic species is listed as &amp;quot;unnumbered,&amp;quot; a descriptor usually reserved for ants, worms, and other omnipresent vermin.&lt;br /&gt;
&lt;br /&gt;
If you dig down through a hollow adamantine pillar, but had previously blocked off the particular hallway with a drawbridge and raise it, you can discover the location of all adamantine on the map with no negatives.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/archive1&amp;diff=189244</id>
		<title>Dwarf Fortress Wiki:Page request/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/archive1&amp;diff=189244"/>
		<updated>2013-06-30T01:32:50Z</updated>

		<summary type="html">&lt;p&gt;WYFLCM: /* Article/talk page requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{{rounded info box|align=left|Instructions|&lt;br /&gt;
Note that this page is intended primarily for new users (or IP's) that do not have permission to create pages. If you [[Special:CreateAccount|create an account]], you will be able to create pages on your own after 3 edits.&lt;br /&gt;
#Please use the [[Special:Search|search box]] to check if a similar page already exists.&lt;br /&gt;
#Consider our [[Dwarf_Fortress_Wiki:Community_Portal#N|guidelines]] when choosing a page name.&lt;br /&gt;
#Add a request at the '''top''' of the list, including a link to your requested page '''with namespace'''. (e.g.: &amp;lt;nowiki&amp;gt;[[DF2012:Fire sword]]&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
##Put an asterisk (&amp;lt;tt&amp;gt;*&amp;lt;/tt&amp;gt;) before your request. (This places it in a list, which makes requests easier to pick out.)&lt;br /&gt;
##Please sign your request using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; (4 tildes).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;usermessage&amp;quot; style=&amp;quot;background-color:#cfd; border-color:#9ca; {{border radius|3px}} position:relative; top:-.5em;&amp;quot;&amp;gt;&lt;br /&gt;
If you need a [[Special:MyPage|user page]] or a subpage created (a sandbox, for example), post it in the [[#User page requests|User page requests]] section.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
==Article/talk page requests== &lt;br /&gt;
{{shortcut|DF:PR}}&lt;br /&gt;
Add requests for '''articles''' or '''talk pages''' (with game-related content) here.&lt;br /&gt;
&amp;lt;!--- ADD NEW REQUESTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
* [[DF2012:Animal Men]] be created. for a page regarding to general animal people, and general information about them.&lt;br /&gt;
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:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:04, 27 June 2013 (UTC)&lt;br /&gt;
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* [[DF2012:World painter]] be created.&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:04, 27 June 2013 (UTC)&lt;br /&gt;
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* [[DF2012:Haul]], Redirect to [[DF2012:Hauling]]&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:31, 15 June 2013 (UTC)&lt;br /&gt;
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* [[DF2012_Talk:Stone detailing]] I would like a talk page to be created for this article to discuss adding which attributes are trained by detailing stone. [[User:Rawng|Rawng]] ([[User talk:Rawng|talk]]) 05:26, 5 June 2013 (UTC)&lt;br /&gt;
:Done. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 5 June 2013 (UTC)&lt;br /&gt;
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* [[DF2012_Talk:Weather]] I noticed a few grammatical errors and decided to fix them but I got a little carried away. I'm hoping a talk page can help with some of the more subtle aspects of dwarven behaviour so that I can phrase my changes correctly and add only verified information. [[Fungus]]&lt;br /&gt;
:Created. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:00, 5 June 2013 (UTC)&lt;br /&gt;
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* [[DF2012:80's rock montage]] the act of retiring an adventurer into a fortress and then playing said fortress to train up the adventures skills then unretiring the adventurer. As referenced in Dwarf Fortress Talk 2013-05-23. [[User:Narcolapser|Narcolapser]] ([[User talk:Narcolapser|talk]]) 14:46, 23 May 2013 (UTC)&lt;br /&gt;
:Created. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:24, 23 May 2013 (UTC)&lt;br /&gt;
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* [[DF2012_Talk:Map_legend]] I want to talk about additions to the map legend page, specifically information of background colours of tiles [[User:Jez9999|Jez9999]] ([[User talk:Jez9999|talk]]) 11:38, 27 April 2013 (UTC)&lt;br /&gt;
:Done. --{{User:Lethosor/sig}} 13:08, 27 April 2013 (UTC)&lt;br /&gt;
* [[DF2012: One-way track]] minecart tracks made in a circuit  [[Special:Contributions/24.20.218.83|24.20.218.83]] 06:40, 21 April 2013 (UTC) Coren&lt;br /&gt;
:Created. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:38, 22 April 2013 (UTC)&lt;br /&gt;
* [[Masterwork:Linux]] [[User:Urmane|Urmane]] ([[User talk:Urmane|talk]]) 22:40, 18 April 2013 (UTC)urmane&lt;br /&gt;
:Created. --{{User:Lethosor/sig}} 22:55, 18 April 2013 (UTC)&lt;br /&gt;
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* [[Dwarf Fortress Wiki:PR]] --[[User:Loci|Loci]] 00:06, 10 March 2013 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 10:52, 14 April 2013 (UTC)&lt;br /&gt;
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==User page requests== &lt;br /&gt;
{{shortcut|DF:UPR}}&lt;br /&gt;
Add requests for user pages here.&lt;br /&gt;
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Tip: Add &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{upr|~~~}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to this section to create a request automatically.&lt;br /&gt;
&amp;lt;!-- ADD NEW REQUESTS DIRECTLY UNDER THIS COMMENT --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Please create [[User:Njals]] and [[User:Njals/Adventure_mode]]. --[[User:Njals|Njals]] ([[User talk:Njals|talk]]) 02:47, 7 May 2013 (UTC)&lt;br /&gt;
:Done. --{{User:Lethosor/sig}} 20:05, 7 May 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Kurios|Kurios]] ([[User talk:Kurios|talk]]) 01:02, 25 April 2013 (UTC))}}&lt;br /&gt;
:Done. (Also created [[User:Kurios/bookdreams]]) --{{User:Lethosor/sig}} 01:14, 25 April 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Maklak]]}} I'd like a sandbox foe experimenting with wiki tables so I can make my perl script produce table with crops that should mostly work for any mod. It already mostly works for html and bbcode.&lt;br /&gt;
:Done. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:11, 20 May 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>WYFLCM</name></author>
	</entry>
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