<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wagawaga</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=Wagawaga"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Wagawaga"/>
	<updated>2026-05-12T12:30:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Exploratory_mining&amp;diff=177991</id>
		<title>v0.34:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Exploratory_mining&amp;diff=177991"/>
		<updated>2012-10-02T10:39:49Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: Edited Goals section for more neutrality, linked to Caverns#Methods_of_Exploring since both articles are tightly related in overall underground exploration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''This article is about exploring rock layers while digging through them; if you're looking for tips for exploring already discovered [[caverns]], check [[Caverns#Methods of Exploration]]''&lt;br /&gt;
&lt;br /&gt;
Once you've had enough [[Losing|fun]] to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. Exploratory mining attempts to dig out as little as possible in order to see as much as is possible, using clever digging patterns.&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
The main goal of exploratory mining is to find something which lies in the stone layers, be they raw materials such as [[Ore|ores]], [[gems]] and other [[Stone#Other_Stone|useful stones]], or special features such as [[caverns]] and [[magma]].&lt;br /&gt;
While minerals are quite common&amp;lt;sup&amp;gt;v0.31.01&amp;lt;/sup&amp;gt;, reducing the need for extensive exploratory mining, one might still want to explore for minerals in order to find rare gems, some of which appear in small or even single-tile clusters.&lt;br /&gt;
Another might want access to the [[caverns]] as soon and as easily as possible, for instance to get access to subterranean [[water]] or to set up an underground [[Tree_farming|tree farm]].&lt;br /&gt;
&lt;br /&gt;
Either way, applying a good exploratory mining method will ensure you will find what you want as soon as possible, and without missing anything.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Potential dangers include:&lt;br /&gt;
*Hostile creatures which inhabit underground areas&lt;br /&gt;
*Large pools of liquids ([[Water]], [[Magma]])&lt;br /&gt;
*[[Hidden Fun Stuff|Fun]]&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
All of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.&lt;br /&gt;
&lt;br /&gt;
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors, but can be made into plenty of 3x3 rooms with the right use of walls.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a [[break]]. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Ladder Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░░ &lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 25% of the tiles are excavated (1 in 4).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern.&lt;br /&gt;
* ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is moderately efficient among those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row across the entire width and height of the area to be excavated and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column.&lt;br /&gt;
''For a discussion on optimizing travel times through mineshafts, see [[Mineshaft stitching]].''&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how [[ramp]]s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 14.3% of the tiles are excavated (1/7).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  [[Ramp]]s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7×7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7×7 blocks can easily be converted into 5×5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7×7 rooms, if you center each room on a crossroad; or similarly into a grid of 3x3 rooms, good for workshops, etc. Easily converted into a more thorough 3×3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins.&lt;br /&gt;
&lt;br /&gt;
=== 15×15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious (dis)advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15-grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above) and underground features.&lt;br /&gt;
* ''Visibility'': from 25% for the 6-grid to 4% for the 15-grid.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for [[caverns]], or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Mountain Top Removal Excavation ==&lt;br /&gt;
When the fortress is large enough, nearly every dwarf is standing idle, you have plenty of picks, and just want to mine it all ([[Elf|Environmentalist Hippies]] can go to HFS!), complete excavation may be in order.  The risk of cave-in or stranded dwarfs prevents simply designating an entire mountain Channel, but mining the whole thing can be done with minimum player effort.&lt;br /&gt;
&lt;br /&gt;
* Designate up-down stairs on the entire area to excavate, on every z-level.  Designate the lowest level up-stairs, and leave a single tile one z-level above undesignated.&lt;br /&gt;
* Let the dwarfs mine it.&lt;br /&gt;
* If any walls are attached to the outermost edge of the excavation area, designate all of the edge stairs Channel to remove them (dwarfs will mine them from the neighboring stairs).&lt;br /&gt;
* Designate the lowest z-level for Remove Up Stairs.  Leave one to prevent cave-in!&lt;br /&gt;
* Build a support under the unmined tile (remember step #1?).  Remove the last up stair, once everyone is out of the stairs above.&lt;br /&gt;
* Link a lever far away, keep away all the &amp;lt;strike&amp;gt;suicidal idiots&amp;lt;/strike&amp;gt; dwarfs and pull it.&lt;br /&gt;
&lt;br /&gt;
After a long wait, the entire block of stairs will collapse, leaving the entire area safely excavated.  The lever can now be removed, and all goodies from an entire mountain can be collected.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Caverns&amp;diff=177990</id>
		<title>v0.34:Caverns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Caverns&amp;diff=177990"/>
		<updated>2012-10-02T10:38:35Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: Linked Caverns#Methods_of_Exploring to Exploratory Mining, since both articles are tightly related in overall underground exploration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters.&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with [[water]] to a certain degree. This can range from a few pools at the bottom level  to the whole layer being submerged, forming a gigantic underground sea, including [[fish]] and possibly camps of [[olm man|olm men]] and other [[fun]] aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the [[magma sea]].&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
==Other features==&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''[[Deep pit]]s:''' Deep pits are... deep pits, that connect one cavern level to the next.  They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen cave-in at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported, and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''[[Magma pool]]s:''' Despite the name, magma pools are not actual pools, but tubes extending up from the [[magma sea]]. Their shape is fixed and their presence random.  A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''[[Passage]]s:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Caverns will, from the topmost to the deepest, feature the following vegetation:&lt;br /&gt;
&lt;br /&gt;
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, [[Tower-cap]]s, and [[Fungiwood]](s).&lt;br /&gt;
&lt;br /&gt;
'''Level two''': a level filled with, in addition to the above, [[Goblin-cap]]s, [[Spore tree]]s, [[Black-cap]]s, and [[Tunnel tube]]s.&lt;br /&gt;
&lt;br /&gt;
'''Level three''': a level lacking the trees the first level had, while still having those the second introduced, also has [[Nether-cap]]s and [[Blood thorn]]s.&lt;br /&gt;
&lt;br /&gt;
Any cavern layer without a pool of water will have only muddy dense floor fungus and no plants or trees. &lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that the now removed layer could have handled and the layer above can handle.&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
There are many, many dangerous [[animal]]s in a cavern, including [[bugbat]]s, [[giant olm]]s, [[troll]]s, [[giant cave swallow]]s, and others.&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will [[Cave dragon|only]] [[Voracious cave crawler|be]] [[Magma crab|worse]]. If you can't stand level one, you won't be able to stand level two or three.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave swallow|Flying creatures]] can &amp;lt;s&amp;gt;ruin your day&amp;lt;/s&amp;gt; [[Fun|provide some fun]] if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures).&lt;br /&gt;
&lt;br /&gt;
Also, any cavern of sufficient size will be inhabited by [[giant cave spider]]s, which can be both [[Silk|benefit]] and hazard.&lt;br /&gt;
&lt;br /&gt;
One thing you really have to watch out for is having your main stairwell lead into a cavern.  It doesn't have to be so walking creatures can get in, but just so there's an open hole.  Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination.  When this happens it can lead to all your dwarves starving themselves to death.  Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever regenerating resources in form of underground forests, animals to hunt, and fish.&lt;br /&gt;
On breaching a cavern layer, a variety of ores and gems lining its walls will be revealed.&lt;br /&gt;
The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s.&lt;br /&gt;
Also, underground caverns and the water they provide can be used in constructions and traps. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too.  Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc) or fish available on embark (or trade? {{verify}}).&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls. A single level of wall is sufficient to halt non-fliers, who will appear on the wall and be unable to get down into the cavern itself. Fliers can be stopped only by building walls up to the ceiling, and swimmers can't be prevented from spawning without obsidianising the water tiles on the map edge. The next best thing is to block off access, which can be achieved by dropping a layer of natural stone wall into the water.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
Cage traps placed in the caverns can capture wild animals to potentially tame. As with above-ground creatures, subterranean groups of creatures are limited to one group at a time. Many of the more interesting creatures appear in groups of one and have small populations, so you'll have to clear out a lot of bugbats and crundles before being able to grab every giant cave spider or jabberer your site can produce.&lt;br /&gt;
&lt;br /&gt;
These small populations may result in all spawned individuals being of the same sex, making breeding programs impossible even for creatures that have the necessary tags. Adding the [CHILD:1] to a creature is a relatively easy mod, but sex changes require the application of a transformational syndrome and possibly changing the creature from an egg-layer to a live-birther.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
[[Image:Cavern.png‎|thumb|right|A cavern found underground.]]&lt;br /&gt;
You should have a working military. The first cavern usually has few hazardous monsters, apart from the occasional [[giant olm]] or [[giant toad|toad]] and [[giant cave spider]]s, but just one giant bat can destroy an early fort, and [[Forgotten beast|uninvited guests]] will wander in sooner or later. The subsequent caverns will become increasingly [[fun]], so don't dig too deep without making adequate preparation. You can handle what tries to attack, presuming you don't have a [[siege]] to worry about.&lt;br /&gt;
&lt;br /&gt;
You can of course explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; A good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also very dangerous.&lt;br /&gt;
&lt;br /&gt;
==Methods of Exploration==&lt;br /&gt;
:''This section covers methods to explore already discovered caverns; if you're having trouble finding the caverns, check [[Exploratory mining]] for tips.''&lt;br /&gt;
&lt;br /&gt;
There are many different methods of exploring, some less [[fun]] than others.&lt;br /&gt;
&lt;br /&gt;
'''Dwarf team''': The most entertaining method, you can have dwarves manually explore the cavern by foot. This can be done by ordering your [[squads]] into the cavern with move orders. If you use this method, it is recommended that you equip your dwarves well. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, and then you can wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through [[fortification]]s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and [[megabeast]]s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of [[smoothing]] a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a [[construction|constructed]] wall.  The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': [[Activity_zone#Pit.2FPond|Pit]] an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. Use a female animal when you have a male of the same species somewhere in your fortress to produce a population of self replicating rovers.  If the animal is tame, its movement can be somewhat controlled by creating a [[Activity zone#Meeting Area|meeting zone]] in the place you would like it to move to.  &lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. [[Noble]]s, [[cat]]s and [[vampire]]s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
'''Separate tunnels''': Digging exploration tunnels from within your fortress will result in a direct path from the caverns to your fortress- this can result in enormous volumes of fun. Players seeking to avoid fun may instead choose to start their exploration tunnels from elsewhere on the surface, outside the fortress. This guarantees that any threats released through exploration must pass through the same entrance utilized by surface threats, such as goblins or elephants, before they can access the fortress.&lt;br /&gt;
&lt;br /&gt;
This method is recommended in conjunction with the &amp;quot;Digging from above&amp;quot; method. Placing the tunnels as close as possible to the edges of the map will reduce obstruction to the fortress. Magmawiki assumes no liability for any potential damage to lesser surface races resulting from the release of subterranean monsters directly into the surface world.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
You can enter a cavern with an [[Adventurer_mode|adventurer]] and explore it.  The dangers are obvious;  Nasty creatures, pitfalls, etc.  But you also have to watch out because you can't fast-travel underground.  That means no easy healing, so you have to be very careful.  Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back.  Luckily, there are tribes of animal men underground;  Unlike in fortress mode, they are your friends. Some of them can even be hired.  Camps almost always have food, and usually some other items as well, though probably less useful.  Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the [[Giant cave spider|nature]] of caverns.  If you sleep in a camp, the tribe will try and protect you from [[Forgotten beast|whatever]] [[Troll|shows]] [[Blind cave ogre|up]]. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
[[Embark]]ation and dwarven [[caravan]]s will only provide resources available in the first cavern level.  Since [[purring maggot]]s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven [[cheese]] or dwarven [[milk]] {{Bug|1449}}.  A workaround is to edit the global [[raw file]]s to make purring maggots appear on level one, [[world generation|generate a new world]], then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=177978</id>
		<title>v0.34:Obsidian farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=177978"/>
		<updated>2012-10-01T13:33:25Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: Rewritten Notes section; bolded Troubleshooting section and merged into Notes. Removed references to nonexistant diagrams.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 6 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Obsidian farming is a method of producing [[obsidian]] efficiently. When [[magma]] contacts [[water]], a tile of unworked obsidian spawns on the meeting point and both fluids disappear (from that tile). Obsidian is a valuable [[stone]] and both magma and water are renewable.&lt;br /&gt;
&lt;br /&gt;
== Floodgate method ==&lt;br /&gt;
&lt;br /&gt;
A typical method of farming is as follows:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a [[pump]] (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water ([[pump]] is a good idea too)&lt;br /&gt;
* Water gets removed (by a [[pump]], opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have multiple layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers). Your dwarven ingenuity should be shouting &amp;quot;OBSIDIAN FORTRESS&amp;quot; by now, by the way.&lt;br /&gt;
&lt;br /&gt;
== Bridge method ==&lt;br /&gt;
&lt;br /&gt;
Another, possibly simpler, design is 3 z-levels high:&lt;br /&gt;
* Uppermost level contains a water reservoir, the floor is channeled out and covered with a retracting bridge, to drop water '''when needed''', and an access way to the plumbing may include a raising bridge; the combination of retracting and raising bridges will result in a measuring reservoir, which drops no more water than necessary. It may include an access stairway to the middle level, for maintenance purposes.&lt;br /&gt;
* Middle level is an access room; floor may be channeled out or ramped out from below, but it should not be there. It should include a connection to the fortress at large, and a drain to someplace else; it may be a pump which pumps water back to the water reservoir above, it might lead to the caverns or an aquifer. Outside the farm must be two levers; one controls the bridges in the water reservoir, one which controls the magma floodgate.&lt;br /&gt;
* Lower level is the magma reservoir; floor should be intact. Must have access to magma, controlled by floodgate. Again, may include access stairway to middle level.&lt;br /&gt;
&lt;br /&gt;
Requirements: &lt;br /&gt;
6 mechanisms (8 if measuring reservoir is used), one of which must be magma-safe.&lt;br /&gt;
1 magma-safe floodgate&lt;br /&gt;
1 (2 is measuring reservoir is used) bridge(s)&lt;br /&gt;
3 z-levels you're willing to dedicate to an obsidian farm.&lt;br /&gt;
&lt;br /&gt;
Operating instructions:&lt;br /&gt;
1. Open the floodgate and flood the magma reservoir.&lt;br /&gt;
2. Retract bridge and empty the water reservoir.&lt;br /&gt;
3. Wait until water is gone.&lt;br /&gt;
4. Remove obsidian using channels/ramps.&lt;br /&gt;
Between 1 and 2, you can use the magma as a garbage disposal.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
*'''Make sure that the Temperature setting is enabled in the [[d_init.txt]] file for obsidian farming to be feasible'''; otherwise, the tiles will not cool down after the obsidian is formed, and dwarves will refuse to get close, thinking it incandescent despite no magma being present.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind all usual precautions for handling big amounts of both [[water]] and [[magma]].&lt;br /&gt;
&lt;br /&gt;
*Unlike water, magma normally flows very slowly and pressure doesn't affect magma at all. Because of this, it's always preferrable to pump magma rather than letting it flow, even when the obsidian farming chamber is on the same z-level as magma, or it might take much longer than you'd expect. Pumped magma however ''will'' be pushed up by pressure, up to the z-level of the pump.&lt;br /&gt;
&lt;br /&gt;
*When pouring water over magma without dispensing the exact amount, you'll probably end up with excess water on top of the obsidian. Make sure your design includes a way to easily dispose of this water.&lt;br /&gt;
&lt;br /&gt;
*For the same reason it's usually better to drop water onto magma and not the other way around - excess water is much more manageable than excess magma.&lt;br /&gt;
&lt;br /&gt;
*Remember to turn off any inflow before digging out obsidian, or the moment the obsidian hoding it off gets dug out it will resume flowing, likely leading to [[Fire]] and [[Fun]].&lt;br /&gt;
&lt;br /&gt;
*Note that if you add water to a tile which is as little as 1/7th full of magma, you'll create a full block of obsidian. This is particularly useful when you're operating a repeatable [[magma piston]] since one block of obsidian will displace 7/7 units of magma, and you'll only need 1-2 units of magma to make a block of obsidian to get 7 units of magma.&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=177977</id>
		<title>v0.34:Megaprojects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=177977"/>
		<updated>2012-10-01T12:51:51Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: A page containing a link to itself looks useless to me - removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}{{old}}&lt;br /&gt;
&lt;br /&gt;
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where [[Stupid_dwarf_trick|stupid dwarves try crazy tricks]]. Incredible feats of construction are usually very [[Fun|fun]] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
*Bonus: Once you have completed your aqueduct, embark in a slightly different location and build the next section. repeat until you've built it all the way to the capital!&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No pits/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Just cut their heart out? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a [[magma| magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma|magma pipe]] and [[engraving|engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma safe|magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
::: Another method would be simply to make a hole in your temple that goes straight down to the magma, of at least 3X3 squares, then build a floor of 2 squares long and 1 wide from the upper middle edge of the hole so that the second square is only connected to the temple by the first, then build your coffin on the second square and once your dwarf is inside deconstruct the first square leaving nothing holding the square with your coffin up and it will fall into the magma. On a side note it is best to start from the upper edge of the hole so the dwarf doing the deconstructing is a lot less likely to fall into the magma.&lt;br /&gt;
&lt;br /&gt;
::: Retracting bridges work well to provide access to build the support and floor, and can then be retracted before dropping the coffin. Use a single lever to retract the bridge, then begin filling a chamber with water to trigger a pressure plate to destroy the support, dropping the coffin, and also draining the water to encase the coffin in obsidian.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground. to make this easier, mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus leveling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
** Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
** Bonus: Try to build all freestanding structures&lt;br /&gt;
* Geek Reference Bonus: Build the city on the side of a mountain, using only marble, and make it look like Minas Tirith.&lt;br /&gt;
* Modern bonus: Have dwarves ride in minecarts from their home burrow to work burrow and then back once they finish their work.&lt;br /&gt;
** Bonus: Design traffic lights system, complete with carts stopping, waiting till green &amp;quot;light&amp;quot; turns on and then continuing. Stop dwarves from jaywalking and getting themselves killed in the process.&lt;br /&gt;
** Computing bonus: Don't build a track for every single cart, reuse tracks with pressure plates coupled with bridges, hatches and floodgates and clever usage of minecart mechanics like derailing or even water skipping.&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
* Nerd Bonus: Build the last few levels above your fortress, and fill one with lava, one with water, one entirely empty, etc, to mimic the last few levels of NetHack. The uppermost one should have three temples, and if possible megabeasts that cannot escape but which an adventurer could reach...&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different [[trap]]s in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
* Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Make a Sphinx out of solid gold. Solid! Nobody lives or goes inside of it. Entomb the builders in an [[unfortunate accident]] - preferably inside the sphinx - so that they can never build one for anybody else.&lt;br /&gt;
&lt;br /&gt;
* When the time has come, or when your fortress is about to be destroyed by a siege or something, perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. Pile wealth into the tomb. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dwarf like a Sumerian and make the Pyramid a Ziggurat.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters!&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE! MUAHAHAHA!!! FEAR THE WRATH OF ARMOK!!&lt;br /&gt;
*Mega Bonus: Use lava instead of water (Although you shouldn't use wood, as it will burn, [[v0.31:Fun|unless that's your intent]]&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint.  Mazes usually have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/daedalus/ Daedalus] has many maze algorithms and tools, including for unicursal mazes (GPL, free).&lt;br /&gt;
A [http://www.billsgames.com/mazegenerator/ traditional maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma or above a chasm- support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
BONUS - Build the real [http://www.rpg-ash.me.uk/lotro/moria_special_edition/moria_map.jpg Moria]&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the toys out of lead.&lt;br /&gt;
&lt;br /&gt;
MEGABONUS:  Modding Elves to be pets, embark with 100 of them and force them to make the toys for you.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put them in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God, Skulls for the Skull Throne!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
*BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed]]s in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of [[steel]] and [[aluminum]].&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===This Was A Triumph===&lt;br /&gt;
Build Aperture Laboratories, with marble test chambers supported by struts and columns of granite.&lt;br /&gt;
Lab should have (Connected through paths)-&lt;br /&gt;
1) Multiple test chambers, with observation booths and connecting staircases/elevators.&lt;br /&gt;
2) An end goal, with an incinerator. &lt;br /&gt;
3) Background systems, with catwalks and large areas of waste management.&lt;br /&gt;
4) An AI Control Chamber.&lt;br /&gt;
5) A cake chamber&lt;br /&gt;
&lt;br /&gt;
*BONUS*- Make an entire model of the original Portal chambers&lt;br /&gt;
*BONUS*- Make a sealed off area, the original testing area in Portal 2 (Include a statue of a Noble named Cave Johnson)&lt;br /&gt;
*BONUS*- An extended map, including the Subject Suspended-Animation life support system&lt;br /&gt;
*BONUS*- Make a field on top with access, a single small shed&lt;br /&gt;
*BONUS+*- Build a 20:1 model of the Companion Cube&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼peasant‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
** MEGABONUS: Once you have split your embark in half, abandon the fortress and embark adjacent to it, and continue the wall until it splits the continent in half.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
** BONUS+: Encase all workers who died during building in caskets built into the wall. Possibly with traps to protect them from grave robbers&lt;br /&gt;
*I'd like to point out that it is just a myth that the bodies were put into the wall. In reality, they were buried nearby.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
* Bonus+: Steam instead of water coming out of the spout.&lt;br /&gt;
* Bonus++: Magma mist instead of steam coming out of the spout.&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
**Bonus: Built it in a volcano&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
** Remake Bonus: Mod in plasmids to give dwarves superpowers, but will eventually drive them mad!&lt;br /&gt;
*** Remake MegaBonus: Big Daddies for military, anyone?&lt;br /&gt;
**** Remake MegaDwarfBonus: Edit the save raws and name the mayor &amp;quot;Andrew Ryan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Flying fortress===&lt;br /&gt;
Turn cave-ins off in the init, the build a flying fortress. Perhaps some flying islands only connected with bridges, maybe combined with an orbital defense network.&lt;br /&gt;
* Bonus: Turn cave-ins back on.&lt;br /&gt;
* History Bonus: Try and make them look like B-17 Flying Fortress bombers from WWII.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
Embark site biome parameters:  Mountain.  Fortress shape:  Cubicle (assume 7 tiles high), cut from natural rock and separated from the remaining stone so it is held by a single support.   Migrant dwarves must report to assimilation chamber where a collapsing dust trap will launch them into large serrated disk [[trap component|traps]] to remove unnecessary appendages, or have their offending limbs removed some other way.  Dorf drones must be cataloged and arranged in squads of varying number.  The naming structure is as follows:  First of Ten, Second of Ten, and so on.  Clothing is irrelevant.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or unmerited contact with lesser species, they will be assimilated.  Nobles are irrelevant.  Economy is irrelevant.  Solitary creatures that do not pose a notable threat to the Collective are not to be bothered with when there is important work to do.  Corpses are to be vaporized or atom-smashed along with all [[pet|other useless material]].  Cage traps should be common.&lt;br /&gt;
&lt;br /&gt;
We are the Dorf.  Lower your shields and surrender your booze.  We will add your biological and technological reaction mats to our stockpiles.  Resistance is canceled:  Dangerous Terrain.  You are caught in a pool of magma!  You are melting!  x18&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort or make a noble the evil mastermind. (everyone knows nobles are pure evil)&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles. Even better if it's something really dangerous like a Giant Desert Scorpion.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
* Build [[User:Vattic/Mechanical Volcano Explained|Mechanical Volcano]] to flood entire map with searing magma.&lt;br /&gt;
*do all of the above and link all the devices to one lever in the room of the king/queen&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===The quake===&lt;br /&gt;
&lt;br /&gt;
# Make your entire forteress supported by one support.&lt;br /&gt;
# on year 5, remove the support so your entire forteress drops one level.&lt;br /&gt;
# Tell us the death rate.&lt;br /&gt;
# double the height of the support every year, see how much is too much of a drop!&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Maybe both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elf|Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarvendetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
Bonus: make an underground [[minecart]] track that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded.&lt;br /&gt;
&lt;br /&gt;
MegaBonus: send burning [[graphite]] or [[lignite]] flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
CosmicBonus: Have an important Dwarf in a coffin play a role in detonating it.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;br /&gt;
&lt;br /&gt;
===Twin maze of doom!===&lt;br /&gt;
&lt;br /&gt;
-Make a complicated maze pair where pressure plates on any floor will trigger the rapid death of everything one floor before that in the OTHER maze.&lt;br /&gt;
&lt;br /&gt;
-Check what survives the ratrace longer: goblins or elves? Kittens or dogs?&lt;br /&gt;
&lt;br /&gt;
-BONUS: make it self-cleaning so it can be reused over and over!&lt;br /&gt;
&lt;br /&gt;
-Double bonus: make it flood the map with lava if anything ever reaches the end of their maze, meaning their victory is for all time - as well as the last thing the world will ever see before the end.&lt;br /&gt;
&lt;br /&gt;
===The doomsday temple of greed===&lt;br /&gt;
&lt;br /&gt;
1- Prepare a game with the poorest skills starting dwarves and nothing on embark.&lt;br /&gt;
&lt;br /&gt;
2- Edit files to add a little castle with 10 switches, some of which open up to desirable stuff, or a mild trap. Have the lineup fairly obvious so people know which prize/trap pair they're going for.&lt;br /&gt;
&lt;br /&gt;
3- After learning the principle and getting say a starting pick, 100 wood, 10 obsidian, 10 slade, freeing an angry elephant, an artifact crossbow, alcohol for 10 years, freeing a carp guarding the exit (simple enough puzzle, dig yourself another exit), getting an anvil and 7 bronze armor sets, and avoiding the one trap/prize which has a dragon... let them look up the stairs to the next bit on the next floor...&lt;br /&gt;
&lt;br /&gt;
4- THIS floor has mild traps/good prizes again, but one of them frees 7 goblins AS WELL AS trigger an unnanounced very distant magma-flooding system of immense power and speed (they think the goblins are all there is to the trap, mwa ha ha). Make sure the slope means the greedy player will get what's coming at him fully...&lt;br /&gt;
&lt;br /&gt;
5- Share this fun map without announcing what's on it. Surprise!!!&lt;br /&gt;
&lt;br /&gt;
==The Cathedral==&lt;br /&gt;
&lt;br /&gt;
Make an epically tall cathedral out of obsidian. Encrust it with gems, make multiple spires. Build giant stained-glass windows and make rows of chairs for pews. In niches high in the walls, place masterpiece or better statues, also encrusted and engraved. Underneath, make noble tomb catacombs.&lt;br /&gt;
BONUS: Build it near a human/dwarf town. Kill heretics.&lt;br /&gt;
MEGABONUS:Build a chalice that you fill with the corpses of heretics, and then use water to drain the blood out, and cast obsidian out of said bloody water.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make several cathedrals, one to each in-game god. Once built, assign worshippers of a god to a burrow encompassing that god's cathedral. Build walls around each cathedral and let them fend for themselves.&lt;br /&gt;
&lt;br /&gt;
==Railroad==&lt;br /&gt;
&lt;br /&gt;
Minecarts have finally been added! Use them to transport dwarves and goods around the fortress!&lt;br /&gt;
BONUS: Build several mini-fortresses, each devoted to a different industry or other purpose (e.g, trade, mining, living quarters, etc). Only minecarts can be used to travel between these mini-forts.&lt;br /&gt;
&lt;br /&gt;
==Vampire King==&lt;br /&gt;
&lt;br /&gt;
Dedicate your entire game to finding and glorifying a Vampire citizen as the 'government appointed' King of your fortress.  Who cares about Nobles? Who cares about a king? (unless he's a vampire)  They all die off anyway from, unfortunate accidents. Your Eternal King will need only the best for his eternal throne.  Dedicate grand rooms and buildings in his/her name.  Make statues out of solid obsidian, encasing the corpses of his enemies for all time.  Do everything in your power to protect and serve your eternal master.&lt;br /&gt;
&lt;br /&gt;
BONUS: Assign a personal guard to your Vampire King.&lt;br /&gt;
     * BONUS: Undead Dragons?&lt;br /&gt;
BONUS: Have a Heirarchy of Kings/Queens from your Vampire's family (If they are present)&lt;br /&gt;
     * BONUS: Make seperate 'forts' for your various Royal Vampire Monarchs.&lt;br /&gt;
BONUS: Wait for the king to arrive at your fortress and make him/her into a Vampire!&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=59573</id>
		<title>40d Talk:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=59573"/>
		<updated>2009-12-10T17:24:25Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: /* Sweet pods, winter, and underground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadly bridges ==&lt;br /&gt;
&lt;br /&gt;
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You fire the stone into the wall, which then falls into the trench.  As the trench is limited in space, stones start piling up.  (Apparently, catapults are no good at doing what they were historically used for - destroying walls...  And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...).  Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim.  --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ha! Nevermind, fixed it myself. I didn't realize DF toggled &amp;quot;Dwarves ignore Refuse from outside&amp;quot; by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ideological point of views ==&lt;br /&gt;
&lt;br /&gt;
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].&lt;br /&gt;
&lt;br /&gt;
 Exploits are distinct from cheating because ...&lt;br /&gt;
&lt;br /&gt;
Some would say&lt;br /&gt;
&lt;br /&gt;
 Exploits are a distinct form of cheating because ...&lt;br /&gt;
&lt;br /&gt;
Plus, the justification&lt;br /&gt;
 Whether a player chooses to make use of an exploit or not depends on their personal taste;&lt;br /&gt;
 given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
equally applies to all forms of cheating (or non-cheating).&lt;br /&gt;
&lt;br /&gt;
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.&lt;br /&gt;
&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)&lt;br /&gt;
:I would say that it's indeed true that exploits are distinct from cheating.  Cheating in a game involves breaking the rules; in a computer game, the program itself is &amp;quot;the rules&amp;quot; that one plays by.  In fact, in some cases the &amp;quot;exploits&amp;quot; are unavoidable (such as children being legendary in six or more skills before they reach adulthood).&lt;br /&gt;
&lt;br /&gt;
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops.  This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Legendary Wrestler (Adventure) ==&lt;br /&gt;
&lt;br /&gt;
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.&lt;br /&gt;
&lt;br /&gt;
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.&lt;br /&gt;
&lt;br /&gt;
For reference, I use Windows XP. Don't know if that helps at all.&lt;br /&gt;
&lt;br /&gt;
Thanks, Doom.&lt;br /&gt;
&lt;br /&gt;
==Infinite Power Not An Exploit==&lt;br /&gt;
No really.  I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible.  I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries.  Doesn't work like reality does not imply it isn't intended or its exploitive of the system.  The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit.  --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like &amp;quot;exploit&amp;quot; in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.&amp;lt;br /&amp;gt;This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go &amp;quot;hey, look, I built an entire fortress out of adamantine&amp;quot; without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the &amp;quot;right&amp;quot; way, others want to challenge themselves and do it the &amp;quot;weird&amp;quot; way, and both are equally valid approaches. After all, there are plenty of people who make &amp;quot;anti-walkthroughs&amp;quot; for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)&lt;br /&gt;
::Productive underground farming is a violation of the laws of physics.  Specifically conservation of energy.  Farming generally works because plants turn sunlight into energy.  You're right, fungi don't do this.  However, fungi turn dead stuff into energy - a rather inefficient process.  Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer.  (Its not like people don't farm mushrooms today).  I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet.  &lt;br /&gt;
::Regardless, underground farming in the game produces energy from nothing.  I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.&lt;br /&gt;
::Finally, exploit technically means its not intended to occur.  Violating the laws of physics does not imply game exploit if those violations are intended.  Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit.  Similarly, arbitrary power seems perfectly intended by the way power works in the game.  Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)&lt;br /&gt;
:::''should require massive amounts of fertilizer''&lt;br /&gt;
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This should have diminishing returns.  Eat food, body removes energy, expel remaining mass which contains some amount of energy to be used.  If you feed your dwarves with nothing but farming (perfectly possible in game) you should be faced with diminishing yields as consumption pulls energy out of the system which then gets used for activities (so no, disposing of the dead as fertilizer does not solve the problem).  Ie, a sealed fortress with no access to the surface should be faced with an ever-decreasing energy budget, and thus ever-decreasing food production.  Instead, in-game you have exponentially increasing potential food production, which is crazy since there is no outside energy input.  --[[User:Squirrelloid|Squirrelloid]] 16:44, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::On the other hand, DF is semi-mythical, and the concept of dwarves maintaining underground farms that work as well for them as above-ground farms work for humans is a great game element, even if it does not match what exists in our world.--[[User:Maximus|Maximus]] 17:21, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Why do the same arguments not also support arbitrary physical power if arbitrary energy is allowed otherwise?  Its the same thing - both violate conservation of energy.  --[[User:Squirrelloid|Squirrelloid]] 17:26, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::If things didn't grow in dark, seemingly nutrientless places, preparing petri dishes would be far, far easier. As it is, since things become &amp;quot;muddy&amp;quot; when irrigated, presumably a suitable layer of fertile silt is being deposited on the surface of the rock to grow mythical subterranean plants that thrive well enough to be a suitable crop. There is, however, a subtle difference between magical crops and magical water, in that one is a somewhat hand-waved but ultimately convenient mechanism for growing crops, along the same lines as the massive time acceleration and strange Dwarven sleeping habits, while the other is a device that has no actual, functioning, real-world equivalent and is instead a quirk of the simulation, similar to, say, the deadly !![[fire imp]] fat!! that is produced by strange object property inheritance. It's essentially the same thing as opening up the reaction_standard.txt file and removing the requirement for fuel and adamantine threads from the adamantine production reaction, which happens to give you as much adamantine as you like straight from your smelter. The developer left the raws in simple text format, so he must have intended for people to do that, surely?&lt;br /&gt;
::::::Really, though, I don't see the need to argue about this. It's not like the Exploit Police are going to come and arrest people for building perpetual motion machines, nor are they going to arrest me for making a species that can rip people to pieces with their bare hands and wield +adamantine rocket launcher+s in both hands.--[[User:Quil|Quil]] 17:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If we can agree that Toady did not intend for perpetual motion machines to be possible, then we can safely classify this as an exploit. If we can't, I'm sure there is a thread with comments from him on the issue around the forums somewhere. [[User:VengefulDonut|VengefulDonut]] 22:17, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::''Why'' does any of this matter?  Perpetual motion can be done, we document it.  Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Agreed with [[User:Maximus|Maximus]], we're arguing over a classification that simply isn't included in the scope of the wiki.  Whether it's classified as an exploit or not, the ability to create power via perpetual motion exists and has been documented; therefor, it deserves a place in the wiki.  Let's just leave it where it is and agree that if someone doesn't personally think it's an exploit, then it's not an exploit for them.  --[[User:LucienSadi|LucienSadi]] 05:28, 18 December 2008 (EST)&lt;br /&gt;
::::&amp;lt;em&amp;gt;Not included in the scope of the wiki??&amp;lt;/em&amp;gt;  Guilty conscience much?  Rest at ease, the exploit page isn't finger-wagging as much an instruction manual XD   Of &amp;lt;em&amp;gt;course&amp;lt;/em&amp;gt; it's relevant, there's things even Toady considers an exploit(and plans to remove).  As for mushrooms, that's obviously as Toady intended it, not an unintended side-effect of something else gone wrong.  &amp;lt;em&amp;gt;That&amp;lt;/em&amp;gt; is what makes things an exploit or not, a game with dwarves and dragons is fairly fantastic in the first place.  Sheesh. --[[User:Corona688|Corona688]] 09:57, 18 December 2008 (EST)&lt;br /&gt;
:::Of course it's included in the scope of the wiki. Look at the title of the talk page. Talk:Exploit. If it's an exploit, we include it on the exploit page. If it's not, we include it somewhere else. In any case, it shows up somewhere. Don't get so excited over little things :) [[User:VengefulDonut|VengefulDonut]] 06:27, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Intricate artifacts ==&lt;br /&gt;
&lt;br /&gt;
You seem to be certain that this exploit doesn't work, but I can't imagine that you've actually tried it correctly, since I have an example that confirms it: {{spoil small|[[image:Soundedmurders.png]]}}.&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 17:44, 20 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Indeed i tried to confirm it with my 2 last artifacts (today) and it didn't work. At what precise moment did you unforbid the items? Did they all show up as tasked with 't'? Have you yourself reproduced it? What version do you use? I know there ''is'' a bug that produces such artifacts but that one can't be reliably reproduced AFAIK. --[[User:Höhlenschreck|Höhlenschreck]] 17:57, 20 June 2009 (UTC)&lt;br /&gt;
::Ah - I think i see how it would work - assuming he wants 3 stones, 1 is tasked. Now I unforbid 5 other present stones at once and they will all be tasked? If it should work like that, i probably haven't tried that. --[[User:Höhlenschreck|Höhlenschreck]] 18:03, 20 June 2009 (UTC)&lt;br /&gt;
:The retasking is done only when the moody dwarf picks up or delivers new materials. In your example the first three stones that he picked up would be retasked, but the fourth and fifth would not because he already has three stones that were before them. So he would use a total of 4 stones. If you wanted him to use all of them you need to unforbid the latest three, wait for them to get tasked, then unforbid the first two. &lt;br /&gt;
The example is one I generated in {{version|0.28.181.40d}}. It shouldn't be any different in d# versions, though, since there aren't any logic updates. Mayday, on the other hand; I have no clue how far his changes have reached. [[User:VengefulDonut|VengefulDonut]] 18:08, 20 June 2009 (UTC)&lt;br /&gt;
:::So does this only work if the dwarf requires more than one item of a type? --[[User:Höhlenschreck|Höhlenschreck]] 12:46, 25 June 2009 (UTC)&lt;br /&gt;
::::You can pull it off if they only want one, but it will be a lot more work on your part. [[User:VengefulDonut|VengefulDonut]] 13:50, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sweet pods, winter, and underground==&lt;br /&gt;
&lt;br /&gt;
What exactly are the exploits involving those items? I couldn't find any information on how you can exploit the process of turning sweet pods into dwarven syrup instead of sugar, exploit what I'm assuming is referring to the thought to be bug where a farm plot does not check if a plant can be grown next season if it is late winter (not tested for current version), or how you can trick a subterranean farm plot into growing above ground plants. &lt;br /&gt;
&lt;br /&gt;
I'm not saying there aren't exploits involving those, just curious as to ''what'' the exploits are. --[[User:Elvang|Elvang]] 04:34, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Err, well, no; intentionally producing only syrup as such is an exploit since it gives 5 times the amount and thus value compared to sugar - and that can't be what Toady intends, right? right? Also it is obviously an oversight on Toady's part that you can grow any surface plants all year, especially in winter. So you shouldn't do it just because you can. And for underground, well seriously, we all know that anything except mushrooms needs sunlight so if you plant smth else than plumps you are, again, exploiting, cos obviously Toady is going to change that soon..as you may have figured, ''I'' don't consider any of those exploits, but people have argued for it. --[[User:Höhlenschreck|Höhlenschreck]] 15:09, 21 June 2009 (UTC)&lt;br /&gt;
::I gotta disagree with the underground plants thing - for all we know dwarves just have a lot more names for &amp;quot;mushroom&amp;quot; than we do, like eskimos with snow (although that might be an urban legend?).&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::FWIW, I was arguing something else listed on this page *wasn't* an exploit because non-fungus grow underground, not that growing things like Cave Wheat was an exploit because they should require sunlight.  Ie, blatant physics violations =/=&amp;gt; not behaving as intended. --[[User:Squirrelloid|Squirrelloid]] 08:44, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Isn't this a ''fantasy'' game? [[User:Wagawaga|wagawaga]] 17:24, 10 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Using ore in a mason/craft shop==&lt;br /&gt;
Is it an exploit that building metal furniture takes 3 ore but building the same furniture from the ore takes only 1? Not so much where the ore is lesser value than the metal (eg, &amp;quot;iron&amp;quot;) but say with &amp;quot;gold&amp;quot; and other metals where the ore is a &amp;quot;nugget&amp;quot;.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
:The game is an alpha - in some places it's quirky as hell, especially in some of the math/values, but where the &amp;quot;quirks&amp;quot; stop and the &amp;quot;bugs&amp;quot; start is unclear.  Is it an exploit to make a statue from gold ore rather than gold metal - the value is the same, so why process it?  Meh.  In the end, it's up to each player to determine, for themselves, their own challenges - if the game starts to get too easy, then self-handicap.  &amp;quot;Which ones?&amp;quot; is up to you. --[[User:Albedo|Albedo]] 20:11, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bookkeeper exploit ==&lt;br /&gt;
I've found that people still work just as furiously when updating stockpile records while set to the highest precision after they've achieved highest precision already. I've used this to train new bookkeeper's just as fast, you just have to make sure the stock changes often enough. Can anyone confirm that they do still work faster when set to highest precision even after highest precision has been obtained, as opposed to being set to low precision at the time? [[User:Shardok|Shardok]] 09:34, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cooking Alcohol ==&lt;br /&gt;
Why does this have a link to Req129 and a quote of it? Also, shouldn't the link to Req129 be posted after the quote, if left there? Just want to see which way seems to make more sense first. [[User:Shardok|Shardok]] 09:40, 8 August 2009 (UTC)&lt;br /&gt;
:If you read carefully you will notice that req129 will result in boozecooking not being profitable any more.&lt;br /&gt;
::I know what it will do, but I mean, shouldn't the link to Req129 either be listed after the quote, or not listed at all if the quote is there? Or maybe the quote should be removed?&lt;br /&gt;
Also, separate question, does alcohol that's cooked still provide the same effects as uncooked alcohol? [[User:Shardok|Shardok]] 11:24, 8 August 2009 (UTC)&lt;br /&gt;
:If you are asking if it still counts as booze/drink: no. Cooking all alcohol will result in a bad surprise. --[[User:Birthright|Birthright]] 12:53, 8 August 2009 (UTC)&lt;br /&gt;
::Good, now I know that I've been right in refusing to let my cooks cook alcohol on my fortresses. I always tend to have too much food and not enough alcohol. However, it is fun to read descriptions of alcohol food and notice that dwarves have discovered a means by which to mince alcohol in its drink form! [[User:Shardok|Shardok]] 19:04, 8 August 2009 (UTC)&lt;br /&gt;
I think you still should be able to &amp;quot;cook&amp;quot; alcohol, but not by it's self. When I think of a lavish meal, I see an appetizer a main course and a drink.[[User:Derekiv|Derekiv]]10:10, 27 November 2009&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tame&amp;diff=59485</id>
		<title>40d:Tame</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tame&amp;diff=59485"/>
		<updated>2009-12-09T21:25:15Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tame''' is a designation given to [[animals]] and vermin. Tame animals can be taken as [[pet]]s and will not attack dwarves, except if they tasted dwarf blood in the past; in that case they will stay dangerous even if they are tamed.&lt;br /&gt;
&lt;br /&gt;
Taming a wild animal requires a [[kennel]], and uses the [[animal trainer]] skill. Tame [[dog]]s can be further trained into hunting or [[war dog]]s. &lt;br /&gt;
&lt;br /&gt;
Taming exotic animals requires having the [[Dungeon master]] noble settled.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] animals that are not already pets are treated as livestock, and you can ready them for slaughter (at the [[butcher's shop]]) on the z-status-animals screen. If a tame animal dies by any means other than slaughtering at a butcher's shop, it cannot be butchered; its meat and skin can not be salvaged. Once its corpse rots away, its [[bone]]s and [[skull]] can be used to make objects.&lt;br /&gt;
&lt;br /&gt;
Tame animals like to hang out in meeting area [[zone]]s and [[room]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
These are the prices you pay when you trade for caged tame animals and the amounts dwarfs have to spend to claim [[Pet|pets]] after the dwarven economy has started. An animal's [[Item value|value]] as a pet is independent of its [[Animal material multiplier|material multiplier]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! Pet value&lt;br /&gt;
! Pet name&lt;br /&gt;
|-&lt;br /&gt;
|10000||[[Dragon]], [[Hydra]]&lt;br /&gt;
|-&lt;br /&gt;
|2500||[[Giant cave spider]], [[Giant desert scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
|1000||[[Basking shark]], [[Whale]], [[Whale shark]]&lt;br /&gt;
|-&lt;br /&gt;
|750||[[Cave crocodile]], [[Giant bat]], [[Giant olm]], [[Giant toad]], [[Polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
|700||[[Giant cave swallow]], [[Giant eagle]], [[Saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
|650||[[Alligator]]&lt;br /&gt;
|-&lt;br /&gt;
|500||[[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Bull shark]], [[Chimpanzee]], [[Elephant]], [[Frill shark]], [[Giant rat]], [[Gorilla]], [[Gray gibbon]], [[Great white shark]], [[Grizzly bear]], [[Hammerhead shark]], [[Longfin mako shark]], [[Manta ray]], [[Marlin]], [[Ocean sunfish]], [[One-humped camel]], [[Orangutan]], [[Pileated gibbon]], [[Shortfin mako shark]], [[Siamang]], [[Silvery gibbon]], [[Swordfish]], [[Tiger shark]], [[Two-humped camel]], [[White-browed gibbon]], [[White-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
|400||[[Blue shark]], [[Conger eel]], [[Hippo]], [[Walrus]]&lt;br /&gt;
|-&lt;br /&gt;
|350||[[Naked mole dog]], [[Giant mole]]&lt;br /&gt;
|-&lt;br /&gt;
|300||[[Black bear]], [[Cow]], [[Muskox]], [[Nurse shark]], [[Sturgeon]]&lt;br /&gt;
|-&lt;br /&gt;
|250||[[Large rat]]&lt;br /&gt;
|-&lt;br /&gt;
|200||[[Angelshark]], [[Blacktip reef shark]], [[Bluefin tuna]], [[Bluefish]], [[Cheetah]], [[Cod]], [[Coelacanth]], [[Common skate]], [[Donkey]], [[Giant cheetah]], [[Giant grouper]], [[Giant lion]], [[Giant tiger]], [[Great barracuda]], [[Halibut]], [[Horse]], [[Lion]], [[Longnose gar]], [[Mule]], [[Opah]], [[Pike (fish)|Pike]], [[Sea lamprey]], [[Spiny dogfish]], [[Spotted wobbegong]], [[Stingray]], [[Tiger]], [[Tigerfish]], [[Whitetip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Cougar]], [[Elk]], [[Fox squirrel]], [[Giant jaguar]], [[Giant leopard]], [[Jaguar]], [[Knuckle worm]], [[Leopard]], [[Warthog]]&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Carp]], [[Deer]], [[Gazelle]], [[Groundhog]], [[Hoary marmot]], [[Mandrill]], [[Milkfish]], [[Mountain goat]], [[Rhesus macaque]], [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Bat]], [[Blue jay]], [[Cardinal]], [[Cat]], [[Cave swallow]], [[Dog]], [[Grackle]], [[Oriole]], [[Red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Fox]], [[Raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Demon rat]], [[Fluffy wambler]], [[Moghopper]], [[Two-legged rhino lizard]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Chipmunk]], [[Gray squirrel]], [[Hedgehog]], [[Lizard]], [[Rat]], [[Red squirrel]], [[Toad]], [[Turtle]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Large roach]]&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Cave spider]], [[Fire snake]], [[Gremlin]], [[Olm]], [[Phantom spider]], [[Purring maggot]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Item value]]&lt;br /&gt;
* [[Animal material multiplier]]&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15804</id>
		<title>40d Talk:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15804"/>
		<updated>2009-07-29T20:43:50Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trampling food ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;Also route them around food stockpiles, as food can get trampled, and if it happens to be a masterwork cooked dish, expect an insane cook.&amp;quot;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is this true?  Did this change in the new version?  Has anyone actually experienced such damage, unequivocally caused by traffic?&lt;br /&gt;
&lt;br /&gt;
I remember some discussion of this long ago with the old version, but it turned out not to be damage due to traffic.  (I think it was temperature?)  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:54, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was a temperature effect, according to Toady. I don't think this has changed. --[[User:Peristarkawan|Peristarkawan]] 02:20, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]]&lt;br /&gt;
&lt;br /&gt;
:::It's not trampling. It's [[wear]]. Almost every item is affected by it, wether it's food or not.[[User:Wagawaga|Wagawaga]] 20:43, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect on FPS ==&lt;br /&gt;
&lt;br /&gt;
Has anyone experienced an increase or decrease in FPS when traffic zones are used heavily? I was just wondering if this helps or hurts pathfinding algorithms and how it affects game speed. [[User:Schm0|Schm0]] 06:14, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I haven't seen much effect on FPS personally, but the algorithm Toady One uses (http://en.wikipedia.org/wiki/A_star) typically has a heuristic which assumes that all tiles are weighted equally. Generally speaking, adding tiles with high movement costs can cause A* to search much larger areas than it would normally. If you are only restricting small, non-chokepoint areas though, it should never be an issue, as A* will find a route adjacent to the restricted tiles, if possible. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm conducting some experiments along this line now.  If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms.  In this case a &amp;quot;freeway&amp;quot; is a high-traffic path between two points, bounded by two low-traffic virtual walls.  As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as &amp;quot;good advice&amp;quot; and not search very far outside the path.  If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water.  Some may splash over the edges, but generally it'll stay in the ditch you've dug for it. --[[User:Jurph|Jurph]] 18:48, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Do you, or somebody else understanding that better than me, make a diagram or a visual display of this traffic pattern ? --[[User:Karl|Karl]] 18:22, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I'll see if I can rig up a diagram this weekend.  I noticed that I saw as much as a 15 FPS increase (from 30 to 45) when I implemented this, which is 50%, but there are many other factors in my fort: running water, animals, and major dumping operations. --[[User:Jurph|Jurph]] 15:20, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jobs &amp;amp; pathfinding ==&lt;br /&gt;
&lt;br /&gt;
I think there should be some mentions of what traffic controls, and workarounds for common problems here.  For example, Traffic designations don't work for me to prevent a dwarf from standing on the wrong side of a moat while he's channeling.  My current work around for this is to place a wall where I don't want him to stand, then suspend it.  Then I remove the suspended wall once the channel is dug.  Also, another confusing point is that traffic restriction apparently has little/no impact on job ordering.  For example, say you are constructing concentric moats, and you'd like your dwarves to start on the inner moat first, then, when thats done, work on the next outer moat.  Traffic restrictions will not force them to dig the inner channel first.  I don't currently have a workaround for this style of problem; the wall thing doesn't seem to work for it.&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Traffic designations only affect path preferences when pathfinding. Dwarves choose their destinations without thinking about them. [[User:VengefulDonut|VengefulDonut]] 13:19, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A good example of traffic control would be to designate a main underground tunnel as high traffic, so that dwarves aren't trying to find shortcuts by going outside. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
I just read in this thread: http://www.bay12games.com/forum/index.php?topic=22626.0 that animals will use some kind of inverse-priority for traffic designations - preferring restricted zones, and avoiding high-traffic. This should be confirmed and added as a note to the article, if true. --[[User:Raumkraut|Raumkraut]] 16:13, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Read further into the article, Toady says that animals don't do any sort of reverse pathing due to restricted traffic, but simply ignore traffic designations. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38861</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38861"/>
		<updated>2009-07-29T20:36:21Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
:Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
:--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
::--Rickola&lt;br /&gt;
&lt;br /&gt;
:::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:I've had a zombie Titan... no idea why it was a zombie but it was the only megabeast i'd seen.  Really, megabeasts are far too rare now that they can be killed off in world gen. --[[User:Squirrelloid|Squirrelloid]] 10:29, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed. Somehow, I've managed to avoid seeing a megabeast entirely as of yet. Zombies and skeletons are hard enough to find; megabeasts are nearly impossible.&lt;br /&gt;
&lt;br /&gt;
::To be honest, I'm really hoping Toady hurries up and brings back the undead event that was talked about in [[Core components]]. That is, undead dwarves and pets that died in your fortress would pop through the floor and attack you. Spooky. ~ [[User:Midna|Midna]] 07:10, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Zombie Gas Warfare ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that &amp;quot;live&amp;quot; zombies also spread miasma if they are indoors.  I have seen this on several occasions, but all with zombie fire imps, so I can't actually confirm that it happens with other zombie types.--[[User:Zipdog|Zipdog]] 02:17, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead Building Destroyer ==&lt;br /&gt;
I have seen evidence that skeletal creatures have building destroyer. Has anyone had any experience with this or more evidence of it happening? Do they also trapavoid? If undead creatures do destroy buildings normally, it should be on the page, yes? -- [[User:CultOfTheRaven|CultOfTheRaven]] 18:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I believe that undead retain the traits of the base animal -- at least, I've had a skeletal raccoon steal items just like a regular raccoon does. --[[User:Sev|Sev]] 02:27, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The animal was a skeletal fox. I'm pretty sure regular foxes can't destroy doors. -- [[User:CultOfTheRaven|CultOfTheRaven]] 05:27, 25 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hammer vs Axe ==&lt;br /&gt;
&lt;br /&gt;
After getting my 7 starting dwarves torn apart by a pack of skeletal muskox, I'd like to know just in case it happens again: what is more effective against undead, slashing or bludgeoning?  --[[User:Smartmo|Smartmo]] 22:42, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think bludgeon, as it has more raw damage while slashing has the advantage of easier bleeding, which is lost against undeads.[[User:Wagawaga|Wagawaga]] 20:36, 29 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave&amp;diff=27642</id>
		<title>40d Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave&amp;diff=27642"/>
		<updated>2009-06-11T16:38:32Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;thousands of years ago&amp;quot; in other words, August 2006-October 2007?  :-) --[[User:DDouble|DDouble]] 14:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Circular Cave ==&lt;br /&gt;
&lt;br /&gt;
Is not that the so called underground pool? Blue ~ in embark with features visible enabled. [[User:Teta|Teta]] 18:14, 30 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The article says that the circular cave is exposed to the outside and an ''underground'' pool will be ''underground''. I think.[[User:Wagawaga|Wagawaga]] 16:38, 11 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38514</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38514"/>
		<updated>2009-05-01T21:36:06Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
::::::Maybe the bed was behind a locked door.[[User:Wagawaga|Wagawaga]] 21:31, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;br /&gt;
:::::: The Chiropractor is a named Giant Cave Spider, and resides at 1515 Throw the Dwarf in the Chasm Ave. -- [[User:Rkyeun|Rkyeun]] 09:33, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving beds. ==&lt;br /&gt;
&lt;br /&gt;
How does one move a bed after it's been &amp;quot;built&amp;quot;, i.e. after it's been produced but before it's been placed.  Sorry to ask such an idiotic question.&lt;br /&gt;
:A bed will sit around in a [[stockpile]] until you place it.  To move it to a specific location, you can manipulate the stockpiles, or create a temporary dump [[zone]] to dump it in. --[[User:LegacyCWAL|LegacyCWAL]] 12:25, 28 February 2009 (EST)&lt;br /&gt;
:Open the {{k|b}}uild menu choose {{k|b}}ed and choose where to place it.[[User:Wagawaga|Wagawaga]] 21:34, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38513</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38513"/>
		<updated>2009-05-01T21:34:20Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
::::::Maybe the bed was behind a locked door.[[User:Wagawaga|Wagawaga]] 21:31, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;br /&gt;
:::::: The Chiropractor is a named Giant Cave Spider, and resides at 1515 Throw the Dwarf in the Chasm Ave. -- [[User:Rkyeun|Rkyeun]] 09:33, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving beds. ==&lt;br /&gt;
&lt;br /&gt;
How does one move a bed after it's been &amp;quot;built&amp;quot;, i.e. after it's been produced but before it's been placed.  Sorry to ask such an idiotic question.&lt;br /&gt;
:A bed will sit around in a [[stockpile]] until you place it.  To move it to a specific location, you can manipulate the stockpiles, or create a temporary dump [[zone]] to dump it in. --[[User:LegacyCWAL|LegacyCWAL]] 12:25, 28 February 2009 (EST)&lt;br /&gt;
:Open the [b]uild menu choose [b]ed and choose where to lpace it.[[User:Wagawaga|Wagawaga]] 21:34, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38512</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38512"/>
		<updated>2009-05-01T21:31:52Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
::::::Maybe the bed was behind a locked door.[[User:Wagawaga|Wagawaga]] 21:31, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;br /&gt;
:::::: The Chiropractor is a named Giant Cave Spider, and resides at 1515 Throw the Dwarf in the Chasm Ave. -- [[User:Rkyeun|Rkyeun]] 09:33, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving beds. ==&lt;br /&gt;
&lt;br /&gt;
How does one move a bed after it's been &amp;quot;built&amp;quot;, i.e. after it's been produced but before it's been placed.  Sorry to ask such an idiotic question.&lt;br /&gt;
:A bed will sit around in a [[stockpile]] until you place it.  To move it to a specific location, you can manipulate the stockpiles, or create a temporary dump [[zone]] to dump it in. --[[User:LegacyCWAL|LegacyCWAL]] 12:25, 28 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22932</id>
		<title>40d Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22932"/>
		<updated>2009-05-01T20:28:20Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this was taken from the old wiki as it all seems applicable here. Whether or not fish can be depleted or not I do not know - at this point it seems that the turtle supply is endless.--[[User:Decanter|Decanter]] 05:03, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a 'there is nothing to catch in the swamps' message a few times. so it is possible to deplete all the fish in a pond, but haven't been able to get rid of all the fish. --[[User:Soyweiser|Soyweiser]] 06:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone with more experience than I know what make (or made) Carp so dangerous?  In 0.27.169.33a and previous, swimming creatures would gain incredible attributes due to gaining experience by swimming all the time, which would obviously make combat more dangerous.  In the latest version (0.27.169.33b) though, innate swimmers no longer gain swim skill, which sounds like it would make fish rather less dangerous.--[[User:Kmgraba|Kmgraba]] 22:37, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Carps aren't really dangerous versus a soldier who can swim (my first 125 kills were carps,longnose gars and lampreys in adventure mode), but they can easily drag an unarmed untrained fisherdwarf into water and drown him. [[User:Wagawaga|Wagawaga]] 20:23, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Useful stuff to add to article. ==&lt;br /&gt;
&lt;br /&gt;
Are brooks fishable? Streams? Are swamps depleted permanently or temporarily? [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
:Brooks are fishable and can be depleted. Swamps, brooks and artificial underground lakes are depleted temporarily. When any biome becomes depleted - a fishing zone anywhere near the water in that biome shows that there are 0 (zero) squares suitable for fishing.&lt;br /&gt;
:Also of notice is that the swamp will only repopulate with turtles/whatever was there in the first time even if you connect it to brook with other fish by a channel.&lt;br /&gt;
:My question now is whether the amount to be fished out before depletion is correlated with the amount of tiles with water or does every biome have a fixed amount preset on map generation?--[[User:Another|Another]] 11:07, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd have to say it's at least partially connected to the amount of water; I have 3 different fortresses right now and the one with the fewest lakes definitely gets depleted more commonly, and faster, than the rest of the maps.  I haven't ruled out the confound of the biome itself; perhaps there is a larger amount on biomes like swamp, and they also have more water.  Anyone know if making lakes larger, or making your own artificial lakes helps with depletion? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== Frozen rivers ==&lt;br /&gt;
&lt;br /&gt;
Can you fish a frozen river / lake?[[User:GarrieIrons|GarrieIrons]] 00:21, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fishing in caves ==&lt;br /&gt;
&lt;br /&gt;
Is it a problem to fish in a underwater lake filled with snakemen and lizardmen?&lt;br /&gt;
I'd guess they could be fished and kill off the dwarf...&lt;br /&gt;
I kinda wanta catch em like pokemon.--[[User:Seaneat|Seaneat]] 15:33, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is okay as long as you have some soldiers or traps near the fisherdwarf... at least if you care about his life. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fishing is the labor used to catch fish. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fishing is the labor used to catch fish.&amp;quot;&lt;br /&gt;
This is somewhat inaccurate. When I asked on [http://www.bay12games.com/forum/index.php?topic=25736.0 the forum], I was told that what you catch is unrelated to the actual number of fish in the river. The river can apparently be depleted when you can see fish vermin in it. Perhaps this should be changed to saying that fishing creates raw fish. [[User:DanielLC|DanielLC]] 14:53, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fishing Indoors ==&lt;br /&gt;
How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? Can you fish through grates, bars or hatches? --[[User:RomeoFalling|RomeoFalling]] 17:50, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a fisherdwarf fishing in a 1-square inside pool so i suppose that as long as you can designate an area as &amp;quot;fishing area&amp;quot; you can take fish out of it. You can fish through hatches, i can confirm this, i dont know through bars and grates. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research on fish depletion, use of bars (and presumably grates), biome impact ==&lt;br /&gt;
&lt;br /&gt;
Take a look at http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330. I've posted the results of some fishing tests there.&lt;br /&gt;
&lt;br /&gt;
Important conclusions:&lt;br /&gt;
&lt;br /&gt;
-Fish are sourced from biomes.&lt;br /&gt;
&lt;br /&gt;
-Biome fish stocks appear to reset every season.&lt;br /&gt;
&lt;br /&gt;
-Rivers/streams/brooks have their own &amp;quot;biome fish counter&amp;quot; independent of the actual biome the river's passing through.&lt;br /&gt;
&lt;br /&gt;
-Otherwise, the game looks at where the water tile you're fishing from is, and then figures out which biome it's associated with. The nature of surrounding tiles (i.e. is this a pond, or a channel off a river, or a bucket-filled pit) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-The creation of fish at the completion of a successful fishing attempt is abstracted. The presence or absence of actual fish vermin (or actual fish creatures, e.g. carp) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-Dwarves can fish through horizontal bars, but building them is finicky. Read the full post linked above. [[User:Kethas|Kethas]] 03:24, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Female Fisherdwarves? ==&lt;br /&gt;
How do they fish without a beard? [[User:DeadlyLintRoller|DeadlyLintRoller]] 01:23, 29 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Though no scientific research can confirm this, i suppose that dwarves do not have the same dna as humans, and women also produce the hormone which causes beard to grow. I am not a pogonologist anyway and I could be wrong. [[User:Wagawaga|Wagawaga]] 20:28, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22931</id>
		<title>40d Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22931"/>
		<updated>2009-05-01T20:23:42Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this was taken from the old wiki as it all seems applicable here. Whether or not fish can be depleted or not I do not know - at this point it seems that the turtle supply is endless.--[[User:Decanter|Decanter]] 05:03, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a 'there is nothing to catch in the swamps' message a few times. so it is possible to deplete all the fish in a pond, but haven't been able to get rid of all the fish. --[[User:Soyweiser|Soyweiser]] 06:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone with more experience than I know what make (or made) Carp so dangerous?  In 0.27.169.33a and previous, swimming creatures would gain incredible attributes due to gaining experience by swimming all the time, which would obviously make combat more dangerous.  In the latest version (0.27.169.33b) though, innate swimmers no longer gain swim skill, which sounds like it would make fish rather less dangerous.--[[User:Kmgraba|Kmgraba]] 22:37, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Carps aren't really dangerous versus a soldier who can swim (my first 125 kills were carps,longnose gars and lampreys in adventure mode), but they can easily drag an unarmed untrained fisherdwarf into water and drown him. [[User:Wagawaga|Wagawaga]] 20:23, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Useful stuff to add to article. ==&lt;br /&gt;
&lt;br /&gt;
Are brooks fishable? Streams? Are swamps depleted permanently or temporarily? [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
:Brooks are fishable and can be depleted. Swamps, brooks and artificial underground lakes are depleted temporarily. When any biome becomes depleted - a fishing zone anywhere near the water in that biome shows that there are 0 (zero) squares suitable for fishing.&lt;br /&gt;
:Also of notice is that the swamp will only repopulate with turtles/whatever was there in the first time even if you connect it to brook with other fish by a channel.&lt;br /&gt;
:My question now is whether the amount to be fished out before depletion is correlated with the amount of tiles with water or does every biome have a fixed amount preset on map generation?--[[User:Another|Another]] 11:07, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd have to say it's at least partially connected to the amount of water; I have 3 different fortresses right now and the one with the fewest lakes definitely gets depleted more commonly, and faster, than the rest of the maps.  I haven't ruled out the confound of the biome itself; perhaps there is a larger amount on biomes like swamp, and they also have more water.  Anyone know if making lakes larger, or making your own artificial lakes helps with depletion? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== Frozen rivers ==&lt;br /&gt;
&lt;br /&gt;
Can you fish a frozen river / lake?[[User:GarrieIrons|GarrieIrons]] 00:21, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fishing in caves ==&lt;br /&gt;
&lt;br /&gt;
Is it a problem to fish in a underwater lake filled with snakemen and lizardmen?&lt;br /&gt;
I'd guess they could be fished and kill off the dwarf...&lt;br /&gt;
I kinda wanta catch em like pokemon.--[[User:Seaneat|Seaneat]] 15:33, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is okay as long as you have some soldiers or traps near the fisherdwarf... at least if you care about his life. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fishing is the labor used to catch fish. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fishing is the labor used to catch fish.&amp;quot;&lt;br /&gt;
This is somewhat inaccurate. When I asked on [http://www.bay12games.com/forum/index.php?topic=25736.0 the forum], I was told that what you catch is unrelated to the actual number of fish in the river. The river can apparently be depleted when you can see fish vermin in it. Perhaps this should be changed to saying that fishing creates raw fish. [[User:DanielLC|DanielLC]] 14:53, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fishing Indoors ==&lt;br /&gt;
How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? Can you fish through grates, bars or hatches? --[[User:RomeoFalling|RomeoFalling]] 17:50, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a fisherdwarf fishing in a 1-square inside pool so i suppose that as long as you can designate an area as &amp;quot;fishing area&amp;quot; you can take fish out of it. You can fish through hatches, i can confirm this, i dont know through bars and grates. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research on fish depletion, use of bars (and presumably grates), biome impact ==&lt;br /&gt;
&lt;br /&gt;
Take a look at http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330. I've posted the results of some fishing tests there.&lt;br /&gt;
&lt;br /&gt;
Important conclusions:&lt;br /&gt;
&lt;br /&gt;
-Fish are sourced from biomes.&lt;br /&gt;
&lt;br /&gt;
-Biome fish stocks appear to reset every season.&lt;br /&gt;
&lt;br /&gt;
-Rivers/streams/brooks have their own &amp;quot;biome fish counter&amp;quot; independent of the actual biome the river's passing through.&lt;br /&gt;
&lt;br /&gt;
-Otherwise, the game looks at where the water tile you're fishing from is, and then figures out which biome it's associated with. The nature of surrounding tiles (i.e. is this a pond, or a channel off a river, or a bucket-filled pit) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-The creation of fish at the completion of a successful fishing attempt is abstracted. The presence or absence of actual fish vermin (or actual fish creatures, e.g. carp) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-Dwarves can fish through horizontal bars, but building them is finicky. Read the full post linked above. [[User:Kethas|Kethas]] 03:24, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Female Fisherdwarves? ==&lt;br /&gt;
How do they fish without a beard? [[User:DeadlyLintRoller|DeadlyLintRoller]] 01:23, 29 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22930</id>
		<title>40d Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22930"/>
		<updated>2009-05-01T20:20:04Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this was taken from the old wiki as it all seems applicable here. Whether or not fish can be depleted or not I do not know - at this point it seems that the turtle supply is endless.--[[User:Decanter|Decanter]] 05:03, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a 'there is nothing to catch in the swamps' message a few times. so it is possible to deplete all the fish in a pond, but haven't been able to get rid of all the fish. --[[User:Soyweiser|Soyweiser]] 06:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone with more experience than I know what make (or made) Carp so dangerous?  In 0.27.169.33a and previous, swimming creatures would gain incredible attributes due to gaining experience by swimming all the time, which would obviously make combat more dangerous.  In the latest version (0.27.169.33b) though, innate swimmers no longer gain swim skill, which sounds like it would make fish rather less dangerous.--[[User:Kmgraba|Kmgraba]] 22:37, 18 November 2007 (EST)&lt;br /&gt;
== Useful stuff to add to article. ==&lt;br /&gt;
&lt;br /&gt;
Are brooks fishable? Streams? Are swamps depleted permanently or temporarily? [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
:Brooks are fishable and can be depleted. Swamps, brooks and artificial underground lakes are depleted temporarily. When any biome becomes depleted - a fishing zone anywhere near the water in that biome shows that there are 0 (zero) squares suitable for fishing.&lt;br /&gt;
:Also of notice is that the swamp will only repopulate with turtles/whatever was there in the first time even if you connect it to brook with other fish by a channel.&lt;br /&gt;
:My question now is whether the amount to be fished out before depletion is correlated with the amount of tiles with water or does every biome have a fixed amount preset on map generation?--[[User:Another|Another]] 11:07, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd have to say it's at least partially connected to the amount of water; I have 3 different fortresses right now and the one with the fewest lakes definitely gets depleted more commonly, and faster, than the rest of the maps.  I haven't ruled out the confound of the biome itself; perhaps there is a larger amount on biomes like swamp, and they also have more water.  Anyone know if making lakes larger, or making your own artificial lakes helps with depletion? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== Frozen rivers ==&lt;br /&gt;
&lt;br /&gt;
Can you fish a frozen river / lake?[[User:GarrieIrons|GarrieIrons]] 00:21, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fishing in caves ==&lt;br /&gt;
&lt;br /&gt;
Is it a problem to fish in a underwater lake filled with snakemen and lizardmen?&lt;br /&gt;
I'd guess they could be fished and kill off the dwarf...&lt;br /&gt;
I kinda wanta catch em like pokemon.--[[User:Seaneat|Seaneat]] 15:33, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is okay as long as you have some soldiers or traps near the fisherdwarf... at least if you care about his life. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fishing is the labor used to catch fish. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fishing is the labor used to catch fish.&amp;quot;&lt;br /&gt;
This is somewhat inaccurate. When I asked on [http://www.bay12games.com/forum/index.php?topic=25736.0 the forum], I was told that what you catch is unrelated to the actual number of fish in the river. The river can apparently be depleted when you can see fish vermin in it. Perhaps this should be changed to saying that fishing creates raw fish. [[User:DanielLC|DanielLC]] 14:53, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fishing Indoors ==&lt;br /&gt;
How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? Can you fish through grates, bars or hatches? --[[User:RomeoFalling|RomeoFalling]] 17:50, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had a fisherdwarf fishing in a 1-square inside pool so i suppose that as long as you can designate an area as &amp;quot;fishing area&amp;quot; you can take fish out of it. You can fish through hatches, i can confirm this, i dont know through bars and grates. [[User:Wagawaga|Wagawaga]] 20:20, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research on fish depletion, use of bars (and presumably grates), biome impact ==&lt;br /&gt;
&lt;br /&gt;
Take a look at http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330. I've posted the results of some fishing tests there.&lt;br /&gt;
&lt;br /&gt;
Important conclusions:&lt;br /&gt;
&lt;br /&gt;
-Fish are sourced from biomes.&lt;br /&gt;
&lt;br /&gt;
-Biome fish stocks appear to reset every season.&lt;br /&gt;
&lt;br /&gt;
-Rivers/streams/brooks have their own &amp;quot;biome fish counter&amp;quot; independent of the actual biome the river's passing through.&lt;br /&gt;
&lt;br /&gt;
-Otherwise, the game looks at where the water tile you're fishing from is, and then figures out which biome it's associated with. The nature of surrounding tiles (i.e. is this a pond, or a channel off a river, or a bucket-filled pit) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-The creation of fish at the completion of a successful fishing attempt is abstracted. The presence or absence of actual fish vermin (or actual fish creatures, e.g. carp) is immaterial.&lt;br /&gt;
&lt;br /&gt;
-Dwarves can fish through horizontal bars, but building them is finicky. Read the full post linked above. [[User:Kethas|Kethas]] 03:24, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Female Fisherdwarves? ==&lt;br /&gt;
How do they fish without a beard? [[User:DeadlyLintRoller|DeadlyLintRoller]] 01:23, 29 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29315</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29315"/>
		<updated>2009-05-01T17:20:01Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Caravans/&amp;quot;creatures&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log. [[User:Wagawaga|Wagawaga]] 17:17, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29314</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29314"/>
		<updated>2009-05-01T17:17:46Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== caravans/creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log. [[User:Wagawaga|Wagawaga]] 17:17, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29313</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29313"/>
		<updated>2009-05-01T17:12:27Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== caravans/creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log. [[User:wagawaga|wagawaga]] 19:11, 1 may 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29312</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29312"/>
		<updated>2009-05-01T17:11:13Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== caravans/creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log.&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29311</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29311"/>
		<updated>2009-05-01T17:10:50Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: /* caravans/creatures */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== caravans/creatures ==&lt;br /&gt;
&lt;br /&gt;
i'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log.&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34120</id>
		<title>40d:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34120"/>
		<updated>2009-05-01T17:08:34Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''See [[location]] for information about the placement of fortresses in Fortress Mode.''&lt;br /&gt;
&lt;br /&gt;
'''Sites''' are artificial or inhabited features in the [[world]]. They're notable for being named individually and for being referred to in [[adventurer mode]] [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
Note: Specific information about buildings is based on observation in adventure mode and may be incomplete or outdated&lt;br /&gt;
&lt;br /&gt;
== Towns/Cities ==&lt;br /&gt;
&lt;br /&gt;
Token: CITY&lt;br /&gt;
&lt;br /&gt;
Wooden house cities. Have shops, temples and [[mayor]]al houses.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|+|#777|#000}}, {{Tile|*|#777|#000}}, {{Tile|☼|#777|#000}}, and {{Tile|#|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
Built on a &amp;quot;pseudo-grid pattern&amp;quot;; i.e. the site is divided into 81 16x16 grid spaces, and each such space only contains one building (keeps, temples, etc occupy more than one square). Buildings show up on a site map as they are discovered.&lt;br /&gt;
&lt;br /&gt;
All structures made of constructed wooden floors. Keep has block walls and floors, other buildings have log walls/floors.&lt;br /&gt;
&lt;br /&gt;
Structures:&lt;br /&gt;
* {{Tile|H|#000|#770}} - House.&lt;br /&gt;
** Hovel. 3x3 interior, constructed wood, bed, barrel containing a large amount of food, table, 3 chairs.&lt;br /&gt;
** Apartment building. 6 identical 4x3 rooms coming off of one central hallway. Total interior dimensions 11x11. Each room has bed/barrel/table/3xchair. Usually one floor; but can have two, three, or even more in crowded cities. Stairs are directly inside the door.&lt;br /&gt;
* {{Tile|*|#ff0|#770}} - Shop. 7x7 interior, constructed wood. 10 tables, each table contains several buyable items, 1 chest, contains coins. Tile on site map varies to show type of shop.&lt;br /&gt;
* {{Tile|M|#00f|#007}} - Mead Hall. Two stories, 12x12 interior. 1F: 5 beds, 4 tables, 8 chairs. 2F (mezzanine) - 1 wide pathway from ramp, then 3-wide shelf on next wall with 2 tables, 4 chairs.&lt;br /&gt;
* {{Tile|K|#0ff|#077}} - Keep. Large rectangle (observed 44x44), 2F/Roof, connected by stairs. Double doors, two chairs by far wall from door on ground floor. Usually wood blocks; stone keeps have been observed.&lt;br /&gt;
* {{Tile|T|#fff|#f00}} - Temple. Interior 20x20. Open 2-wide entrance.&lt;br /&gt;
** Observed: 2 floors, Outside is a 4-tile ring of floors with haphazardly placed pillars. There is a 3-wide balcony on the second floor. No basement.&lt;br /&gt;
** Observed: Open-air at ground level, ring of chalk block floors with pillars at regular intervals supporting a ring as a second floor. Misc chalk floors inside the ring, otherwise dirt, with a large square of open space. B1: Dug into dirt, still open space at center. B2: More dirt, more open space. B3: Still dirt, pool of water in center. Pool coincides with the open-air hole. (The walls of the pool happen to be magnetite; I'm not convinced this is significant)&lt;br /&gt;
** Observed: One floor, ramp up to wide roof (i.e. accessible roof _plus_ the width that has been balconies on other temples). Overhang supported by regularly spaced pillars at ground level. Whole thing made of flint blocks (may be same religion as first observation above?) Nothing interesting in B1, pool in B2.&lt;br /&gt;
** Observed: Open-air ground level, some engraved floors and a siltstone block ring. Walls at corners, ramp up to 1-tile ring at second level.&lt;br /&gt;
** Observed: Ring of flint block floors outside, natural [!] flint engraved walls. 1 floor, accessible roof, two basements, pool (inside 2-wide border of floor) in lowest basement. Floor and walls of pool are block/engraved just as rest of temple.&lt;br /&gt;
&lt;br /&gt;
Buildings have ramps down towards the doors or pillars below them down to the ground where necessary when built on uneven terrain. When built into a hill they will sometimes have wooden structures on the roof to hold up the ground above them.&lt;br /&gt;
&lt;br /&gt;
== Forest retreats ==&lt;br /&gt;
Token: TREE_CITY&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
Elf and Dwarf civ forest retreats contain no buildings, and are just a bunch of elves standing around.&lt;br /&gt;
&lt;br /&gt;
Human civ forest retreats can contain the same buildings as a human town and are generally indistinguishable except for being on a forest instead of plains.&lt;br /&gt;
&lt;br /&gt;
== Mountain halls ==&lt;br /&gt;
Token: CAVE_DETAILED&lt;br /&gt;
&lt;br /&gt;
Ornate [[underground]] structures.&lt;br /&gt;
&lt;br /&gt;
Structure:&lt;br /&gt;
* Only one structure present on site. Large underground structure (not fully explored) of natural smoothed stone, characterized by 5x5 rooms, floors connected with wide ramps.&lt;br /&gt;
&lt;br /&gt;
* Entryway&lt;br /&gt;
* Entry is from above - Top level (at highest outside terrain) is a 2-tile ring of floors and then a 1-tile ring of down stairs, surrounding empty space. Arbitrary number of floors down to lowest outside terrain: 2-tile ring of walls (walls are either smooth or block depending on whether they could logically be natural) and 1-tile ring of up-down stairs. 42x42 exterior dimensions at surface.&lt;br /&gt;
* Roof&lt;br /&gt;
** Roof at first natural non-soil level (as observed, was one level below lowest outside natural terrain where sand was present) consists of smoothed natural stone floors and one wide ramp (6 tiles wide) down at center.&lt;br /&gt;
* Interior&lt;br /&gt;
** Larger than implied by the outside structure. Interior mostly characterized by 2-wide hallways and 5x5 rooms, entirely of smoothed natural stone.  Rooms in 2x2 blocks, and around edges. Each room has an aperture (no door) into all adjacent hallways. Rooms within blocks are separated by double walls. &amp;lt;!-- Can someone other than me get a picture? I couldn't be bothered to fully explore and screenshot a floor --&amp;gt;&lt;br /&gt;
** Placement of ramps to next floor vary but down ramps are generally near up ramps. Ramps are always N/S oriented (i.e. travel east or west to go up or down) and the down ramp is on the inside of a square arrangement of pillars, it is entered from the outside edge of the square nearest it&lt;br /&gt;
** King was located in a room on one site entry, on the entry way on another - so it looks like his positioning is random.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|Ω|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
== Caves ==&lt;br /&gt;
Token: CAVE&lt;br /&gt;
&lt;br /&gt;
Underground, presumably natural mazes. Home to subterranean [[creatures]] such as [[giant cave spider]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|•|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
== Ruins ==&lt;br /&gt;
Token: RUIN&lt;br /&gt;
&lt;br /&gt;
Destroyed buildings of other sites. Furniture is gone. Some walls remain walls even when there are no adjacent walls; others are pillars. A keep was observed intact in a Human ruin (are there ruins of mountain halls, dark fortress, etc?)&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|µ|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
== Dark fortresses ==&lt;br /&gt;
Token: DARK_FORTRESS&lt;br /&gt;
&lt;br /&gt;
Cities made of above-ground towers of smoothed natural [[obsidian]]. May feature temples. may be occupied by an Invader force.&lt;br /&gt;
&lt;br /&gt;
Structures:&lt;br /&gt;
* Tower. Several are present in a site. 40x40 interior, Height varies up to at least 5F/R, staircases. Entirely made of smoothed natural obsidian floors and walls. Haphazard interior wall placement. Roof lined with fortifications. Appears as {{Tile|П|#f0f|#707}} on site map.&lt;br /&gt;
**Towers can have a basement level with a connection to a tunnel just like Mountain Halls.&lt;br /&gt;
* Temple. (This _may_ follow the same template as Human temples - the size and the pool at the bottom certainly match.) 20x20 interior.&lt;br /&gt;
**Observed: [[rutile]] block floor and natural [!] [[gabbro]] engraved wall. 2F/3B/R connected by ramps. Pool in last basement. All walls engraved some engraved floors outside. 4 tile dirt ring around outside ground (observed white sand).&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|П|#707|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
== Tunnels ==&lt;br /&gt;
[[Image:Tunnel crossing chasm.png|thumb|right|An underground tunnel crossing a chasm via a bridge.  Antmen, naked mole dogs, and other creatures are visible to the right.  This tunnel connected a couple of goblin fortresses together.]]&lt;br /&gt;
[[Image:Tunnel in local view.png|thumb|right|A tunnel emanating from a dark fortress, as seen in the local view.]]&lt;br /&gt;
Some mountain halls and dark fortresses have a staircase down at the bottom level, leading to a narrow hallway to another (possibly multi-level) single staircase down to a (walls/floor not smoothed except immediately around the staircase) 7-wide tunnel leading ultimately to another site. Hostile creatures can be found in these tunnels near sites or chasm crossings, and they vary in Z-level, with ramps up or down across the full width of the tunnel (orthogonal/diagonal transitions near z-level transitions sometimes cause slightly narrower ramps). There are bridges over chasms; these are 5 wide made of floors (Phyllite block even though the surrounding stone was Gabbro) and constructed walls at each side and a 3-tile approach at each end. The one I observed was open to a small cave in the side of the chasm which was, presumably, the source of the [[antman|antmen]] and [[ratman|ratmen]] the tunnel was infested with. The route of the tunnel seemed much more circuitous than it should be to connect between the two sites in question. You cannot Travel while in a tunnel. &amp;lt;!-- too long for here; may be useful in a split-out article - Traversing the tunnel (between two sites ___ map tiles apart), my adventurer became thirsty four times / dehydrated (ran out of water, so had to wait for it to let me drink disgusting things) once, hungry twice, drowsy twice. I ate when hungry, drank when thirsty, slept when drowsy. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:ALWAYS] has to be set in [[init.txt]] for tunnels to be visible on the local map, as pictured at right.  They will usually curve around other underground features (chasms, rivers, etc.), except when this is not possible through a given local section, in which case they will cross the other feature(s) via a bridge.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
== Roads ==&lt;br /&gt;
[[Image:Human roads.png|thumb|right|A pair of roads passing through a human city]]&lt;br /&gt;
Human towns and cities are sometimes connected via a network of roads.  Dirt roads are represented by a black line, smoothed roads by a light gray line, block roads by a white line.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Caravans / &amp;quot;creatures&amp;quot; ==&lt;br /&gt;
Not strictly a site, these move around the map in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Structures:&lt;br /&gt;
* Bunch of civ members standing around.&lt;br /&gt;
&lt;br /&gt;
Represented by (some tile, looks like a light gray horizontal line?) on the world map.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pebbles&amp;diff=22654</id>
		<title>40d:Pebbles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pebbles&amp;diff=22654"/>
		<updated>2009-05-01T16:57:57Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pebbles''' are a naturally occuring [[map tile]] found commonnly across the surface of the world near [[river]]s and [[brook]]s, and occasionally as [[beach]]es. Usually they are found labelled as ''rock-type'' pebbles, for example ''Basalt'' Pebbles. They can be found near [[boulder]]s if you look hard enough.&lt;br /&gt;
&lt;br /&gt;
Unlike [[boulder]]s, pebbles cannot currently be designated for smoothing. In order to smooth a tile with pebbles on it, you must first build a [[road]] or other construction on the tile, which will destroy the pebbles and turn the tile into an ordinary tile of the base rock-type.&lt;br /&gt;
&lt;br /&gt;
In [[Adventurer mode]], a pebble tile will provide an unlimited resource of &amp;lt;rock type&amp;gt; small rocks, which can be useful for throwing.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pebbles&amp;diff=22653</id>
		<title>40d:Pebbles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pebbles&amp;diff=22653"/>
		<updated>2009-05-01T16:56:20Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pebbles''' are a naturally occuring [[map tile]] found commonnly across the surface of the world near [[river]]s and [[brook]]s, and occasionally as [[beach]]es. Usually they are found labelled as ''rock-type'' pebbles, for example ''Basalt'' Pebbles. They can be found near [[boulder]]s if you look hard enough.&lt;br /&gt;
&lt;br /&gt;
Unlike [[boulder]]s, pebbles cannot currently be designated for smoothing. In order to smooth a tile with pebbles on it, you must first build a [[road]] or other construction on the tile, which will destroy the pebbles and turn the tile into an ordinary tile of the base rock-type.&lt;br /&gt;
&lt;br /&gt;
In Adventurer mode, a pebble tile will provide an unlimited resource of &amp;lt;rock type&amp;gt; small rocks, which can be useful for throwing.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pebbles&amp;diff=22652</id>
		<title>40d:Pebbles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pebbles&amp;diff=22652"/>
		<updated>2009-05-01T16:55:55Z</updated>

		<summary type="html">&lt;p&gt;Wagawaga: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pebbles''' are a naturally occuring [[map tile]] found commonnly across the surface of the world near [[river]]s and [[brook]]s, and occasionally as [[beach]]es. Usually they are found labelled as ''rock-type'' pebbles, for example ''Basalt'' Pebbles. They can be found near [[boulder]]s if you look hard enough.&lt;br /&gt;
&lt;br /&gt;
Unlike [[boulder]]s, pebbles cannot currently be designated for smoothing. In order to smooth a tile with pebbles on it, you must first build a [[road]] or other construction on the tile, which will destroy the pebbles and turn the tile into an ordinary tile of the base rock-type.&lt;br /&gt;
&lt;br /&gt;
In Adventurer mode, a pebble tile will provide an unlimited resource of &amp;lt;rock type&amp;gt; small rocks, which can be useful for throwing&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Wagawaga</name></author>
	</entry>
</feed>