<?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=WwWraith</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=WwWraith"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/WwWraith"/>
	<updated>2026-05-12T09:24:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=168957</id>
		<title>v0.34:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=168957"/>
		<updated>2012-03-31T07:15:40Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* added link to 0.34.07 release information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.34.01''', was released on '''14 February 2012'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists pages about entirely new subjects introduced in this version, such as [[Vampire]]s. Articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
== Newer Release information ==&lt;br /&gt;
&lt;br /&gt;
For Bug Fixes of newer Versions please follow the links below.&lt;br /&gt;
* [[Release information/0.34.02]]&lt;br /&gt;
* [[Release information/0.34.03]]&lt;br /&gt;
* [[Release information/0.34.04]]&lt;br /&gt;
* [[Release information/0.34.05]]&lt;br /&gt;
* [[Release information/0.34.06]]&lt;br /&gt;
* [[Release information/0.34.07]]&lt;br /&gt;
&lt;br /&gt;
== Release Notes ==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* cities in adventure mode that have various buildings, dungeons, items, livestock, etc.&lt;br /&gt;
* protect your community from secret vampire dwarves or hunt them as an adventurer&lt;br /&gt;
* defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer&lt;br /&gt;
* face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer&lt;br /&gt;
* evil regions where the dead and pieces of the dead can come alive, with evil mists and rain&lt;br /&gt;
* tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!&lt;br /&gt;
* revamped justice/witness/death notification system in dwarf mode&lt;br /&gt;
* immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one&lt;br /&gt;
* dropped items/bodies tracked between plays in the wilderness anywhere in the world&lt;br /&gt;
* more battlefield information tracked/war dead raisable in world gen&lt;br /&gt;
* all sponsorship animals and their giant/man versions are in the game now&lt;br /&gt;
* various new abilities for creatures (see file_changes.txt for list and syntax)&lt;br /&gt;
* adventurers can use creature abilities/learned powers and they can be tested from the arena&lt;br /&gt;
* new site travel map to make navigating towns easier&lt;br /&gt;
* reading/swimming/observer (for traps) relevant in adv mode now&lt;br /&gt;
* established historical figures can lead bandits&lt;br /&gt;
* rivers block movement in adv mode travel&lt;br /&gt;
* eating/drinking required in adv mode&lt;br /&gt;
* ingested syndromes are now possible&lt;br /&gt;
* ability to make campfire (from {{k|g}}) and warm items at campfire/fire/magma (from {{k|I}}) in adv mode&lt;br /&gt;
* traps work in adv mode, once spotted they can be ignored&lt;br /&gt;
* gems now have different cuts&lt;br /&gt;
* [[necromancers]] can write books about various topics (all books are in their towers as it stands)&lt;br /&gt;
* moon phase indicator in fort&lt;br /&gt;
* alphanumeric world gen seeds and some more world gen params (see file_changes.txt)&lt;br /&gt;
* the legends xml has a lot of new info for historical figures&lt;br /&gt;
&lt;br /&gt;
=== Major bug fixes ===&lt;br /&gt;
* buffer overload from aborted world gen fixed&lt;br /&gt;
* fixed cave-in-on-embark issue with hidden underground structure, and a few others&lt;br /&gt;
&lt;br /&gt;
=== Other bug fixes/tweaks ===&lt;br /&gt;
* designations over z levels all at once now possible&lt;br /&gt;
* unit screen divided into four sections&lt;br /&gt;
* rivers/pools have ramps now&lt;br /&gt;
* able to trade portions of stacks in both modes&lt;br /&gt;
* messed with adv mode currency trading and made items teleport to you&lt;br /&gt;
* tweaked how fire damage works&lt;br /&gt;
* made vision work through floor grates and bars properly&lt;br /&gt;
* fixed some road/bridge problems&lt;br /&gt;
* crystal glass items possible again&lt;br /&gt;
* tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)&lt;br /&gt;
* skeletons/zombies replaced by animation effect&lt;br /&gt;
* demons masquerading as gods will try a little harder&lt;br /&gt;
* restricted mandates so they'll be more reasonable&lt;br /&gt;
* stopped blank map from being exported when you back out of detailed map export&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to [[Known bugs and issues]].  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official v0.34 bug tracker]&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=138281</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=138281"/>
		<updated>2011-03-14T15:25:41Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Unhappy Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will experience things that makes them more or less happy, with each experience being recorded as a thought (in the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers).  If a dwarf becomes unhappy enough, s/he might {{L|tantrum}}.  If the overall happiness level of your fortress is low enough then a single tantruming dwarf can trigger a dreaded &amp;quot;tantrum spiral&amp;quot;.  A separate article has advice on {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Had a fight with an enemy&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/wonderful/truly decadent) drink lately&lt;br /&gt;
|Dwarf drank alcohol of the relevant quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't reach food immediately &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Has been starved recently&lt;br /&gt;
|Got hungry and didn't reach food for a long &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt; time&lt;br /&gt;
|-&lt;br /&gt;
|Has complained of the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a well was available&lt;br /&gt;
|-&lt;br /&gt;
|Has accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a tantrum&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to sleep because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/grass) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was nauseated by the sun lately&lt;br /&gt;
|Is suffering from serious {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was annoyed by flies/Has been accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}}&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet)&lt;br /&gt;
|The body of a dead friend/pet wasn't buried in a {{L|coffin}} before generating miasma&lt;br /&gt;
|-&lt;br /&gt;
|Was unable to find somebody in charge to cry on lately&lt;br /&gt;
|(Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|Was upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dorf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;What counts as minor or major?&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Was beaten recently&lt;br /&gt;
|{{L|Justice}} served&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated at having to give somebody (food/water) lately&lt;br /&gt;
|As above&lt;br /&gt;
|-&lt;br /&gt;
|Was knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a cave-in&lt;br /&gt;
|-&lt;br /&gt;
|Has suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall as well.&lt;br /&gt;
|-&lt;br /&gt;
|Has complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit&lt;br /&gt;
|-&lt;br /&gt;
|(Has complained/Was enraged) about long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training - ?) for a long time &amp;lt;sub&amp;gt;(which orders, how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Thoughts Experienced ==&lt;br /&gt;
&lt;br /&gt;
There are 221 thoughts that a dwarf can experience in this version of Dwarf Fortress. Many of these thoughts never actually occur, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -? || had a miscarriage recently&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -? || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -? || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -? || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -? || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -? || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -? || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -? || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -? || was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -? || was worried by the scarcity of guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -? || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -? || has been attacked lately&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -? || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -? || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -? || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -? || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -? || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -? || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -? || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -? || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -? || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -? || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -? || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -? || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -? || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -? || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -? || has lost property to the tax collector's escorts recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -? || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || -? || has complained of the lack of chairs lately&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -? || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || -? || has complained of the lack of dining tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -? || was forced to eat vermin to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -? || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -? || was forced to eat a treasured pet to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -? || has complained of the lack of a well lately&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -? || has complained of the nasty water lately&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -? || was forced to drink slime lately&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -? || was forced to drink vomit lately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -? || was forced to drink bloody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -? || was forced to drink gooey water lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -? || was forced to drink ichorous water lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -? || was forced to drink purulent water lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -? || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -? || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -? || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -? || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -? || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -? || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -? || has suffered the travesty of art defacement&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -? || has been annoyed by flies&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -? || has been accosted by terrible vermin&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -? || saw something unpleasant in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -? || saw something unpleasant in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -? || has witnessed death&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -? || has lost a pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -? || accidentally killed somebody in a fit of rage recently&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -? || killed somebody by accident while sparring recently&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -? || has lost a spouse to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -? || has lost a friend to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -? || has lost a sibling to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -? || has lost a child to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -? || has lost a mother to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 54 || -? || has lost a father to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 55a || -? || was forced to endure the decay of a pet&lt;br /&gt;
|-&lt;br /&gt;
| 55b || -? || was forced to endure the decay of a spouse&lt;br /&gt;
|-&lt;br /&gt;
| 55c || -? || was forced to endure the decay of a mother&lt;br /&gt;
|-&lt;br /&gt;
| 55d || -? || was forced to endure the decay of a father&lt;br /&gt;
|-&lt;br /&gt;
| 55j || -? || was forced to endure the decay of a lover&lt;br /&gt;
|-&lt;br /&gt;
| 55l || -? || was forced to endure the decay of a sibling&lt;br /&gt;
|-&lt;br /&gt;
| 55m || -? || was forced to endure the decay of a child&lt;br /&gt;
|-&lt;br /&gt;
| 55n || -? || was forced to endure the decay of a friend&lt;br /&gt;
|-&lt;br /&gt;
| 55o || -? || was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -? || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 57 || -? || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 58a || -? || was grumbling about long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58b || -? || was depressed by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58c || -? || was angered by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 58d || -? || was enraged by long patrol duty lately&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -? || was disgusted by a miasma lately&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -? || choked on smoke underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -? || choked on dust underground lately&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -? || was knocked out during a cave-in lately&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -? || was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -? || was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -? || was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -? || sustained major injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -? || sustained minor injuries recently&lt;br /&gt;
|-&lt;br /&gt;
| 68 || -? || slept in the mud recently&lt;br /&gt;
|-&lt;br /&gt;
| 69 || -? || slept in the grass recently&lt;br /&gt;
|-&lt;br /&gt;
| 70 || -? || slept in the dirt recently&lt;br /&gt;
|-&lt;br /&gt;
| 71 || -? || slept on rocks recently&lt;br /&gt;
|-&lt;br /&gt;
| 72 || -? || slept on a rough cave floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 73 || -? || slept on the floor recently&lt;br /&gt;
|-&lt;br /&gt;
| 74 || -? || slept on ice recently&lt;br /&gt;
|-&lt;br /&gt;
| 75 || -? || slept on a pile of driftwood recently&lt;br /&gt;
|-&lt;br /&gt;
| 76 || -? || slept without a proper room recently&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -? || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -? || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -? || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -? || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -? || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -? || conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -? || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -? || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -? || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -? || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -? || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -? || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -? || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -? || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -? || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || -? || dined without a proper dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -? || worried greatly about not having a tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -? || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -? || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -? || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -? || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -? || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -? || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -? || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -? || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -? || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -? || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -? || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -? || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -? || was upset to be wearing old clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -? || was upset to be wearing tattered clothing lately&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -? || was very upset to have worn clothes rot away lately&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -? || was very embarrassed to be uncovered lately&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -? || was embarrassed to have no shirt lately&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -? || was embarrassed to have no shoes lately&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -? || was very embarrassed to be uncloaked lately&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -? || was caught in the rain recently&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -? || was caught in a snow storm recently&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -? || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -? || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -? || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -? || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -? || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -? || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -? || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -? || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -? || was beaten recently&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -? || was beaten with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -? || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -? || was unhappy with the lack of work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -? || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 129 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 130 || +? || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 131 || +? || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately&lt;br /&gt;
|-&lt;br /&gt;
| 132 || +? || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +? || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +? || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +? || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +? || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +? || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +? || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +? || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +? || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +? || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +? || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +? || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +? || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +? || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +? || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +? || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +? || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +? || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +? || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +? || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +? || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +? || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +? || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +? || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +? || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +? || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +? || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 158a || +? || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158b || +? || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 158c || +? || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 158d || +? || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 158j || +? || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 158l || +? || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 158m || +? || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 158n || +? || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 158o || -? || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +? || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +? || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +? || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +? || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +? || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +? || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +? || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +? || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +? || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +? || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +? || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +? || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +? || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +? || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +? || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +? || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +? || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +? || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +? || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +? || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +? || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +? || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +? || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +? || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +? || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +? || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +? || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +? || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +? || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +? || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +? || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +? || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 191 || -? || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 192 || -? || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 193 || +? || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || +? || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +? || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +? || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 197a || -? || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 197b || -? || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 197c || -? || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 197d || -? || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 197e || -? || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 198d || -? || was yelled at by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 198e || -? || was cried on by an unhappy citizen lately&lt;br /&gt;
|-&lt;br /&gt;
| 199a || +? || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || +? || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || +? || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || +? || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|-&lt;br /&gt;
| 199e || +? || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed)&lt;br /&gt;
|-&lt;br /&gt;
| 200 || +? || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 201 || +? || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +? || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +? || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +? || was greatly pleased to enter the nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +? || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +/-? || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +? || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210a || +? || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 210i || +? || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 210k || +? || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 210l || +? || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211 || -? || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -? || has lost a lover to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || +? || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -? || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -? || has been tired of drinking the same old booze lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || +/-? || was (disgusted/upset/irritated) to be forced to talk to a pillar of society recently&amp;lt;br /&amp;gt;was (pleased/ecstatic) to be able to talk to a pillar of society recently&amp;lt;br /&amp;gt;was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
|-&lt;br /&gt;
| 217 || -? || had a wonderful soapy bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 218 || -? || had a nice bath recently&lt;br /&gt;
|-&lt;br /&gt;
| 219 || -? || has been (haunted/tormented/possessed/tortured) by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 219a || -? || has been (haunted/tormented/possessed/tortured) by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 219b || -? || has been (haunted/tormented/possessed/tortured) by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 219c || -? || has been (haunted/tormented/possessed/tortured) by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 219d || -? || has been (haunted/tormented/possessed/tortured) by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 219j || -? || has been (haunted/tormented/possessed/tortured) by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 219l || -? || has been (haunted/tormented/possessed/tortured) by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 219m || -? || has been (haunted/tormented/possessed/tortured) by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 219n || -? || has been (haunted/tormented/possessed/tortured) by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 219o || -? || has been (haunted/tormented/possessed/tortured) by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 220 || -? || has been tormented in nightmares by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 220a || -? || has been tormented in nightmares by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 220b || -? || has been tormented in nightmares by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 220c || -? || has been tormented in nightmares by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 220d || -? || has been tormented in nightmares by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 220j || -? || has been tormented in nightmares by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 220l || -? || has been tormented in nightmares by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 220m || -? || has been tormented in nightmares by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 220n || -? || has been tormented in nightmares by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 220o || -? || has been tormented in nightmares by a dead and still annoying acquaintance lately&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_quality&amp;diff=138280</id>
		<title>v0.31 Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_quality&amp;diff=138280"/>
		<updated>2011-03-14T14:12:55Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Core vs Total Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Had a Talented stonecrafter turn out a no-quality mug - so that math has changed.--[[User:Albedo|Albedo]] 02:33, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I thought mugs didn't have quality levels. unless thats a new feature, you could just be unlucky, toady said a long time ago that even a dabbler has a chance of creating a masterpiece, so maybe it works backwards...hmmm... or I could be entirely wrong. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:Wrong.&lt;br /&gt;
&lt;br /&gt;
Tiredness can cause even a Legendary stonecrafter to turn out no quality mugs. The penalty for being tired, hungry, thirsty are still being adjusted as of version 31.08, but if it is important work to be done at a high level, suspend it until your top dwarf assigned/allowed/{{l|burrow}}ed is rested, feed, and boozed. --[[User:Darkstar|Darkstar]] 18:06, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worked out the multipliers based on my weapon stockpile. I used the info from the value page and iron material page, do if they are wrong then the multipliers are out. I used a base of 1260 for the serrrated discs and a base of 220 for the picks. if someone could clean up the formatting and double check the numbers that would be great [[User:Dangerous Beans|Dangerous Beans]] 03:21, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
just a thought - i was going through the help menu for fun, and found a table of quality ratings. at the bottom of the list are sideways equilateral triangles, that says it's representing magical items. this is on Phoebus' graphic tileset, for the record, but even so, magic items have no mention here. for that matter, nor does excess qualities, or whatever you'd like to call engraving/inlay/studding/etc. i'm a terrible writer myself, but perhaps someone could whip something up? -tryntu&lt;br /&gt;
&lt;br /&gt;
== Nothing about combat? ==&lt;br /&gt;
&lt;br /&gt;
Still no info on the effects of quality on combat? I've filled in the more obvious blanks. If the system is still the same as 40d's, we should just copy-paste some info from there, no? --[[User:Eepkeep|Eepkeep]] 08:28, 26 February 2011 (UTC)&lt;br /&gt;
:There's a detailed post about the effects of weapon quality in [http://www.bay12forums.com/smf/index.php?topic=78143.msg2013144#msg2013144 this] forum post, though I've no idea where the poster got their information, or whether they are sure the weapon skill bit still applies in 0.31. [[User:Bognor|Bognor]] 09:53, 26 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Glaze==&lt;br /&gt;
Do ash/tin glazes have quality levels? --[[User:Bouchart|Bouchart]] 14:14, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Core vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What is the difference between Core and Total quality (as seen in the stockpile screen)?&lt;br /&gt;
:I think &amp;quot;Total quality&amp;quot; includes quality of the decorations, if any --[[User:WwWraith|WwWraith]] 14:12, 14 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I assume the only items that have a &amp;quot;core quality&amp;quot; of artifact would be Artifacts? --[[User:Bombcar|Bombcar]] 22:00, 13 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=137513</id>
		<title>v0.31 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=137513"/>
		<updated>2011-03-06T23:26:42Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Above Ground 	 LEVELS_ABOVE_GROUND */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs some grammar checking.  I don't have enough experience with the latest version to correct it though.  Is there a tag or template I should add for this type of error? --[[User:Altaree|Altaree]] 13:10, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I cleaned up the Cavern Parameters section, based on some worldgen testing.  Seems like some of the info was wrong, although it might just be referring to events later in the game - it was a little hard to parse.  Still not sure what the z-levels section is supposed to mean, so I left it alone. --[[User:Runcible_spoon|Runcible_spoon]] 15:32, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The options in the &amp;quot;z-levels&amp;quot; section seem to refer to how much rock there is between cavern features. See http://www.bay12forums.com/smf/index.php?topic=20638.msg1135248#msg1135248. That said, I'm still unsure quite how the 'huge' underground is genned - modifying some of the default templates only ended up with ca 50 underground levels. More testing needed, evidently. --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:12, 5 May 2010 (UTC) BertieB&lt;br /&gt;
:D'oh! I was confused by the info on the page and thought there were only 5 possible levels for each z-level item, when on checking there are actually up to 100 possible. Smashing! --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:17, 5 May 2010 (UTC)&lt;br /&gt;
:This needs more testing, but I'm led to believe that the first option, LEVELS_ABOVE_LAYER_1 affects in fact the number of layers between the last rock layer and the first cavern layer, ie. the height of the cavern. I bumped it up to 20 and ended up with a few ridiculously high caverns. --[[User:Alkarlosse|Alkarlosse]] 11:10, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Log Reject Reasons ==&lt;br /&gt;
&lt;br /&gt;
Hi, how do I get a log of why each map was rejected during worldgen?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:18, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I hope you've already found the answer to this, but just in-case anyone else comes along looking for the answer, the setting is in the &amp;quot;d_init.txt&amp;quot; file, the output is generated in &amp;quot;map_rejection_log.txt&amp;quot; in the main DF folder.--[[User:MadGreyOne|MadGreyOne]] 01:40, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler Hidden? You mean Spoiler Missing! ==&lt;br /&gt;
&lt;br /&gt;
There are a couple of &amp;quot;Spoiler Hidden&amp;quot; tags in the Z Levels table, suggesting it was copied from a forum post without some of the important information. --[[User:Danaris|Danaris]] 17:54, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above Ground 	 LEVELS_ABOVE_GROUND  ==&lt;br /&gt;
&lt;br /&gt;
Changing this value to sth else than 15 (lower, higher) will result in unlimited number of rejects. Bug? [[Special:Contributions/213.134.175.225|213.134.175.225]] 07:32, 27 December 2010 (UTC)&lt;br /&gt;
:Deny, I set it to 10 with no problems in many generated worlds. --[[User:WwWraith|WwWraith]] 23:26, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
Is anybody going to update the list of elevation/rainfall/drainage/etc necessary for the different terrain types to exist? If not can someone at least point me in the right direction so I can find this info in the raws or something? --[[User:Doctorzuber|Doctorzuber]] 22:27, 6 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=137512</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=137512"/>
		<updated>2011-03-06T23:17:46Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: fixed some typos, added note about bug solved in 31.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:01, 4 July 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the {{L|liaison}} will approach you about becoming a barony. You will then have the option to promote a dwarf of your choice to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  However, if you chose to promote a married dwarf, then his/her partner will become their consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a noble in the {{k|u}}nits menu). Also, the promotion of the baron will '''not''' usher in the {{L|economy}} as it did in older versions. The baron may still mandate that coins be minted though.&lt;br /&gt;
&lt;br /&gt;
The elected baron(ess) may still perform usefull labour from his/her normal life as a miner, for example.  &lt;br /&gt;
&lt;br /&gt;
Some have met the requirements and not received the option to promote a dwarf to a baron, this is a bug.{{bug|519}} Seems to be solved in 0.31.19.{{verify}}&lt;br /&gt;
&lt;br /&gt;
This bug can be avoided by putting off the meeting with the liaison (e.g. by keeping the mayor busy or locking him up in a room) until the last member of the trade caravan has left the map. Apparently you have to delay the '''start''' of the meeting (&amp;quot;Greeting from the mountainhomes...&amp;quot; screen) because only that moment makes a difference. {{L|military|Draft}} to active patrol duty ASAP after the arrival of the liaison is the most reliable way. [http://www.bay12forums.com/smf/index.php?topic=62028.0 source]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
According to Toady [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312]&lt;br /&gt;
&lt;br /&gt;
*Have a caravan leave when your pop is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created (Imported?) 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Leather&amp;diff=137450</id>
		<title>v0.31:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Leather&amp;diff=137450"/>
		<updated>2011-03-06T12:05:35Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:45, 26 December 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Leather''' is the tanned hide of an {{L|creature|animal}}, and is a fairly versatile material. Leather can be used to make {{L|bag}}s, {{L|quiver}}s, {{L|backpack}}s, {{L|waterskin}}s, {{L|clothing}}, {{L|shield}}s, {{L|armor}}, and {{L|decorate|decorations}}, all at a {{L|leather works}}. Leather {{L|trade good|crafts}} are made at a {{L|craftsdwarf's workshop}}. Although most of these items can be made from other materials, {{L|quiver}}s and {{L|backpack}}s can only be made from leather, meaning some source of leather is almost essential for a well-rounded {{L|military}}. Plenty of leather can usually be acquired through {{L|trading|trade}} with dwarves and humans.&lt;br /&gt;
&lt;br /&gt;
==The leather industry==&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the {{L|meat industry}}, not the {{L|clothing industry}}.&lt;br /&gt;
&lt;br /&gt;
Making leather requires a {{L|tannery}}, a raw hide or {{L|skin}} from an animal, and a dwarf with the {{L|tanner|tanning}} skill turned on. Rotten hides or skin cannot be tanned. The {{L|human}} and dwarven {{L|caravan}}s usually sell various boxes of leather, which can be useful if few [[Butcher|butcherable]] animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of whether the animal is a {{L|cat|kitten}} or an {{L|elephant}}. The {{L|value}} of the leather depends on the critter it comes from; leather made from the skins of rare or dangerous animals can be quite {{L|Value#Material_multipliers|valuable}}. &lt;br /&gt;
&lt;br /&gt;
Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
==Leather armor==&lt;br /&gt;
Leather armor is made in a {{L|leather works}}, and requires one unit of any leather. Leather is significantly lighter than other forms of armor, and thus is less likely to cause {{L|weight|encumbrance}} penalties, but also provides less protection. The source animal of the leather (dragon, cat, etc.) does not alter the weight or protection of the armor, though the {{L|item quality}} likely does.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* {{L|Meat industry}}&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=137449</id>
		<title>v0.31:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=137449"/>
		<updated>2011-03-06T12:04:41Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:18, 5 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most {{L|creature}}s. Different types of creatures have different types of skin. &amp;quot;Normal&amp;quot; creatures (such as domestic creatures [[Cow]], [[Dog]], [[Cat]], large above-ground creatures, etc, for instance) have the skin called '''Raw hide'''. Insectoids, like [[Giant desert scorpion]], have the skin called '''Chitin'''. Aquatic creatures and reptilians skins, such as [[Carp]], or [[Dragon]]s are called '''Scales'''. Some aquatic creatures may too have the common '''Raw hide''' skin (an example is the [[Whale]]).&lt;br /&gt;
== Skin uses ==&lt;br /&gt;
Skins can be tanned. Tanning a skin wields 1 tanned hide. You can't tan '''Scales'''. The process of tanning raw hides is done at the [[Tanner's Shop]]. It requires a dwarf with the [[Tanning]] labor enabled. Tanned hides are called [[Leather]] (raw hide) or '''Treated Chitin''' (Chitin).&lt;br /&gt;
== Leather ==&lt;br /&gt;
[[Leather]] is used to make low-grade [[armor]] and [[clothing]]. Leather is also can be used to make {{L|bag}}s, {{L|quiver}}s, {{L|backpack}}s, {{L|waterskin}}s, {{L|clothing}}, {{L|shield}}s, {{L|armor}}, {{L|trade good|crafts}} and {{L|decorate|decorations}}. The process of making and using leather is part of the [[Meat industry]], rather than [[Clothing industry]].&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Armor]]&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=137280</id>
		<title>v0.31:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well_guide&amp;diff=137280"/>
		<updated>2011-03-02T13:29:26Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Fighting the Ice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|04:49, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
''This guide assumes you've read the main article on '''{{L|well}}s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
If you are looking for the step by step guide: [http://df.magmawiki.com/index.php/DF2010:Well_guide#Step_by_Step]&lt;br /&gt;
&lt;br /&gt;
== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in for a little bit of [[fun]]... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might Not ===&lt;br /&gt;
&lt;br /&gt;
1. Wells are currently a little wonky, like everything else, but in a not-so-friendly way. There are plenty of opportunities to flood a fortress through a well, and even if you don't, dwarves and animals might still occasionally fall in.&lt;br /&gt;
&lt;br /&gt;
2. They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
&lt;br /&gt;
3. Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
&lt;br /&gt;
4. Technically, a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a thing, as well as bathe in it more easily.&lt;br /&gt;
&lt;br /&gt;
5. If you do make a shallow pool as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swiming skill.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might ===&lt;br /&gt;
&lt;br /&gt;
1. While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
&lt;br /&gt;
2. Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into it's construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
&lt;br /&gt;
3. As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
&lt;br /&gt;
4. This is a glitch, but wells are the easiest method for making salt water drinkable. Wells will ignore salinity and allow dwarves to drink salt water directly from its source without a glitch. So long as it isn't murky.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Location ==&lt;br /&gt;
&lt;br /&gt;
Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
&lt;br /&gt;
You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any {{L|Health_care_(labor)|hospital}} beds you have, but you want it off the main traffic routes.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from {{L|carp}}, {{L|goblins}}, or {{L|animal}}s, and it can provide a safe source of drinking water during a {{L|siege}}. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
&lt;br /&gt;
== Water sources ==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 {{L|z-level}} somewhere directly below it's opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See {{L|flood}}.)&lt;br /&gt;
&lt;br /&gt;
The important part about the well is to make sure that you don't create a situation where the water will {{L|flood}} your fortress, due to {{L|Water_pressure|pressure}} from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See {{L|Water_pressure|pressure}}.)&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing sources ===&lt;br /&gt;
&lt;br /&gt;
A {{L|brook}}, {{L|river}}, {{L|murky pool}}, or {{L|cavern}} lakes can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from {{L|rain}}.  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at {{L|embark}}) {{L|evaporate}} away before you ever get a chance to build a well.&lt;br /&gt;
&lt;br /&gt;
Using stagnant water directly from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, &amp;quot;Has complained about the nasty water lately&amp;quot;. To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Aquifer|Aquifers}} ===&lt;br /&gt;
&lt;br /&gt;
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Ocean|Oceans}} ===&lt;br /&gt;
&lt;br /&gt;
Oceans and aquifers near oceans carry salty water. This is normally unpleasant to dwarves, but for some reason, drinking that water through a well is perfectly fine. This is a bug. But, if you really want to, it is possible to desalinate water by running it through a pump, (This is ''also'' a bug.) BUT, if that water touches any natural surfaces it will turn salty again. The floor, walls and ceiling of the aqueduct and reservoir all need to be constructed.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Reservoir|Reservoirs}} ===&lt;br /&gt;
&lt;br /&gt;
If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
&lt;br /&gt;
When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
&lt;br /&gt;
Another consideration is safety. (See Below) Specifically, dwarves can fall into wells. You may wish to place some sort of escape route from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape rout. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from it's top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
&lt;br /&gt;
Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in it's reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
&lt;br /&gt;
== Filling the Well ==&lt;br /&gt;
&lt;br /&gt;
If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling a Well ===&lt;br /&gt;
&lt;br /&gt;
If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well.&lt;br /&gt;
&lt;br /&gt;
=== Piping water to your reservoir ===&lt;br /&gt;
&lt;br /&gt;
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an {{L|aqueduct}} to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
&lt;br /&gt;
Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
&lt;br /&gt;
Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
&lt;br /&gt;
The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
&lt;br /&gt;
1. Dig out the reservoir where you want to store the water.&lt;br /&gt;
&lt;br /&gt;
2. From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
&lt;br /&gt;
3. Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
&lt;br /&gt;
4. Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
&lt;br /&gt;
5. Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
&lt;br /&gt;
If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a carvern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
&lt;br /&gt;
A well is not an obstructing object. That is to say, it doesn't stop things from passing through it's space. This is why wells can function through other wells, why water will flood out of them, why a (very) few monsters may be able to climb out through them if you're tremendously unlucky, and why dwarves and animals frequently fall in.&lt;br /&gt;
&lt;br /&gt;
=== Flooding ===&lt;br /&gt;
&lt;br /&gt;
More fortresses have fallen at the hands of a flooding well than they have to megabeasts, seiges or demons. If you are going to be shifting water around in any form other than buckets, be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
There are several solutions to the flooding problem.&lt;br /&gt;
&lt;br /&gt;
1. Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
&lt;br /&gt;
2. Emergency auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from it's flow source, should the thing flood.&lt;br /&gt;
&lt;br /&gt;
3. No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
&lt;br /&gt;
The main problem is that while dwarves will normally walk around random holes in the ground, a well is treated as a &amp;quot;passable&amp;quot; tile. It's what allows them to use the well itself. However, this doesn't stop them from simply walking across it's space and falling through the hole it was built over. And because there's no such thing as buoyancy or water resistance yet, dwarves fall through water at the same rate they would through air. Meaning the deeper your reservoir, the bigger the splatter they make at the bottom. The following are all suggestions which decrease the likelyhood of anyone falling into a well. Keep in mind what you want to use the well for, however. There's little point of making a high value well if nobody will ever see it.&lt;br /&gt;
&lt;br /&gt;
1. Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it. &lt;br /&gt;
&lt;br /&gt;
2. Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area. &lt;br /&gt;
&lt;br /&gt;
3. Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest route to their task, because they don't have a task. Also, animals like to ignore traffic control. &lt;br /&gt;
&lt;br /&gt;
4. For the same reasons, don't put it ''in'' a meeting hall. &lt;br /&gt;
&lt;br /&gt;
5. Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. &lt;br /&gt;
&lt;br /&gt;
6. Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well. &lt;br /&gt;
&lt;br /&gt;
7. Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst. That means your dwarves won't fall down the well, break their leg and drown. &lt;br /&gt;
&lt;br /&gt;
8. Making an escape route from a well is probably also a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
&lt;br /&gt;
First off, if you're bucket-filling a well, you need to make sure that their inital water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
&lt;br /&gt;
If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place [[Grate|wall grates]], [[Bar|upright bars]], or [[Fortification|fortifications]] in the aqueduct to act as filters. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two filters in a row pretty much eliminates any chance of this happening.  If you plan to use filters in conjuction with [[Floodgate|floodgates]], remember to connect your floodgate to its trigger ''before'' placing the filters.&lt;br /&gt;
&lt;br /&gt;
Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
&lt;br /&gt;
To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape rout.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are drawing directly from a cavern lake, and have simply opened a hole in it's ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. You could potentially construct a wall surrounding the pathway of the bucket. This would prevent flying creatures from entering, unless they are also capable of swimming. Do not forget the perils of dwarves falling into a well, however, falling into a cavern lake full of cave crocodiles is quite a dangerous risk.&lt;br /&gt;
&lt;br /&gt;
== Above Ground ==&lt;br /&gt;
&lt;br /&gt;
The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
&lt;br /&gt;
The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
&lt;br /&gt;
Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy [[#Fighting the Ice|the prospects of actually constructing it]].)&lt;br /&gt;
&lt;br /&gt;
=== Outdoor Wells ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
&lt;br /&gt;
Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
&lt;br /&gt;
=== On The Level ===&lt;br /&gt;
&lt;br /&gt;
Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
&lt;br /&gt;
If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== In the Sky  ===&lt;br /&gt;
&lt;br /&gt;
And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
&lt;br /&gt;
In all honesty, a sky well would be built and function pretty much the same as a subterranean well. The only difference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
&lt;br /&gt;
== Step by Step ==&lt;br /&gt;
&lt;br /&gt;
A guide explaining the exact processes to go through when building the main well types and their infrastructure.&lt;br /&gt;
&lt;br /&gt;
=== The Well Itself ===&lt;br /&gt;
&lt;br /&gt;
So you're really new, you've read the well page, and you're still a little lost? Well, not to worry! We like our newbies! So we're gonna' show you exactly what needs to be done to just build a well from scratch. Keep in mind that a lot of this can be sped up by buying the materials at embark or from a caravan, rather than making them yourself. This is especially true with the restraint component.&lt;br /&gt;
&lt;br /&gt;
Essentially, the components are: '''Rope | Bucket | Block | Mechanism'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Start digging up stone. You need a dwarf with the miner skill enabled and a pickaxe. You need to dig through stone layers to get stone, as dirt yields nothing. The miner will leave rubble behind him. These are your primary building materials.&lt;br /&gt;
&lt;br /&gt;
2. Start chopping down trees. You need a dwarf with the woodcutter skill enabled and a  battle axe to do this. Each tree chopped down leaves a log. You'll need this for other components.&lt;br /&gt;
&lt;br /&gt;
3. Set up an underground farm plot and cover it in water. It only needs a dusting of 1/7. Once it's been covered, drain it. It should now be muddy and will allow you to plant things on it. In order to plant seeds and make the farm plot, you'll need a dwarf with the grower skill enabled. Make sure you have pig tail seeds.&lt;br /&gt;
&lt;br /&gt;
4. The pig tail seeds grow into pig tails, which can be processed into thread and turned into ropes for the well. Alternatively, if you run into metal ore, you can make a chain. But that process is even more complex, and there are plenty better uses for chains, so we'll stick with the rope.&lt;br /&gt;
&lt;br /&gt;
5. Now you need a dwarf with the thresher skill enabled and a farmer's workshop set up. Set it to process plants. He will take any available pig tails and turn them into thread.&lt;br /&gt;
&lt;br /&gt;
6. Next you need a weaver and a loom. The weaver will automatically turn thread into fabric at a loom. Yes, you need to make sheets of fabric into ropes, no it doesn't make much sense.&lt;br /&gt;
&lt;br /&gt;
7. Now you need a dwarf with the clothier skill and a clothier's shop. Have the clothier make ropes. He'll use whatever fabric is available to him.&lt;br /&gt;
&lt;br /&gt;
8. Have a mason make a stone block at the mason's workshop.&lt;br /&gt;
&lt;br /&gt;
9. Have a carpenter make a bucket at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
10. Have a mechanic make a mechanism at the mechanic's workshop.&lt;br /&gt;
&lt;br /&gt;
11. Channel out a one-square hole in the ground. This is an example location, to show how a well is to be oriented to actually be built.&lt;br /&gt;
&lt;br /&gt;
12. Build the well. It needs to be placed on the hole. Not in the hole, not above the hole, but directly on it. A well needs at least one adjacent floor tile, and must be built over empty space. Select your block, bucket, mechanism and rope. (Or chain if you went that rout)&lt;br /&gt;
&lt;br /&gt;
13. Once that's done, the well designation will just sit there. You need a dwarf with the architect skill to design it. Once he's done, the appropriate worker will drop in and finish building the thing.&lt;br /&gt;
&lt;br /&gt;
It takes 10 skilled dwarves and 6 workshops to build the base materials for one well from scratch. Of course, all of it's materials can simply be bought, speeding the process up a fair bit. However, keep in mind that all of it's components have value. Value which can be increased. A gem-encrusted masterpiece bucket with a gem encrusted masterpiece platinum chain, with a gem encrusted masterpiece mechanism, with legendary architectural skill and legendary construction, can be of insanely high value. As a result, you can engineer them to artificially increase the value of your fortress very quickly, once you have the infrastructure to do so.&lt;br /&gt;
&lt;br /&gt;
=== Murky Pools ===&lt;br /&gt;
&lt;br /&gt;
The pitfalls of using murky pools directly. We'll show you how to do it right and keep your dwarves smiling.&lt;br /&gt;
&lt;br /&gt;
=== Brooks ===&lt;br /&gt;
&lt;br /&gt;
Brooks are nice. We'll show you why!&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
Rivers are different from brooks, in that they have things living in them and are a little more dangerous to be around.&lt;br /&gt;
&lt;br /&gt;
=== Oceans ===&lt;br /&gt;
&lt;br /&gt;
This explains the salinity glitch with oceans again, and discusses how to safely draw water from an ocean.&lt;br /&gt;
&lt;br /&gt;
=== Aquifers ===&lt;br /&gt;
&lt;br /&gt;
This section explains why the only thing aquifers are good for, are wells.&lt;br /&gt;
&lt;br /&gt;
=== Flooded Caverns ===&lt;br /&gt;
&lt;br /&gt;
This will discuss different methods of utilizing water from flooded caverns, specifically for the construction of a well, safely.&lt;br /&gt;
&lt;br /&gt;
=== Water Falls ===&lt;br /&gt;
&lt;br /&gt;
If you have a waterfall on your map, you are truly lucky. You can do so many cool things with waterfalls, it's enough to make a dwarf consider crying, just this once, maybe, if nobody's looking. But, here, we'll show some step-by-step ideas for how to use waterfalls to make awesome wells.&lt;br /&gt;
&lt;br /&gt;
=== Reservoirs ===&lt;br /&gt;
&lt;br /&gt;
So, you've decided you need to store water elsewhere, eh? Well, I can't blame you. Here's some discussion about the traits a reservoir can have, how to build them without trapping your dwarves, safety concerns, escape routs, and a discussion on effective filling methods.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to go about bucket filling a well, the benefits of doing so, and the problems therein.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
This talks about how to build several generic aqueducts, drawing from different types of sources. Specifically, gravity-draining above-ground sources and pumping upward from subterranean sources.&lt;br /&gt;
&lt;br /&gt;
=== Drainage ===&lt;br /&gt;
&lt;br /&gt;
This talks about what drains are used for, why you might want them, and then how to build several types of functional drain mechanisms.&lt;br /&gt;
&lt;br /&gt;
== Style and Design ==&lt;br /&gt;
&lt;br /&gt;
This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Ice ===&lt;br /&gt;
&lt;br /&gt;
So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
&lt;br /&gt;
First, have magma on your map. If you don't, dig deeper and be prepared for demons.&lt;br /&gt;
&lt;br /&gt;
Next, you need some [[magma-safe]] materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
&lt;br /&gt;
Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
&lt;br /&gt;
And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
&lt;br /&gt;
That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Party Machine ===&lt;br /&gt;
&lt;br /&gt;
It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
&lt;br /&gt;
=== Well Stacking ===&lt;br /&gt;
&lt;br /&gt;
Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
&lt;br /&gt;
Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
&lt;br /&gt;
=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep it's reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?&lt;br /&gt;
&lt;br /&gt;
You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
&lt;br /&gt;
You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:WwWraith&amp;diff=137275</id>
		<title>User:WwWraith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:WwWraith&amp;diff=137275"/>
		<updated>2011-03-02T00:07:34Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: Created page with 'Sorry for my bad English... ..)'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorry for my bad English... ..)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=137274</id>
		<title>v0.31 Talk:Caverns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=137274"/>
		<updated>2011-03-02T00:05:35Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* No subterranean vegetation in some biomes? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure 'When should I move in' is a relevant topic for this page.  It goes from being informative to prescriptive.  As this is not a guide page, it should probably avoid recommendations and focus on facts about Caverns.  (Relevantly, the answer to 'when should i move in' may well be never, based on considerations entirely unconnected to the dangers of the cavern). --[[User:Squirrelloid|Squirrelloid]] 18:58, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, it needed something, and I'm not the best writer in the world, so you're right. Someone should also take a picture of a cavern for when the images work again, I might if no-one else does. --[[User:Tarran|Tarran]]&lt;br /&gt;
::I haven't found ruins.  Instead I used an adamantium pillar to mine through a magma sea layer, and found glowing pits with about eleventy-billion demons in them.  Good to see that while going deep is GAME OVER, there are dozens of different ways to die.--[[User:Alkyon|Alkyon]] 03:38, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this page be considered/have a link to a Biome page? All creatures that exist in these caverns have a the tag [BIOME:SUBTERRANEAN_CHASM] and appear use the [UNDERGROUND_DEPTH:1-3:1-3] to control the depths they can be found in. This would be quite useful for organization. -[[User:EricBlank|EricBlank]]&lt;br /&gt;
:I think it should have a link from the biome page, since this page is more specific, and it is a biome itself.--[[User:Tarran|Tarran]] 02:22, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Geography - I have a game where I didn't breach the caverns until z-level 59.  In my current game after breaking through a double aquifer I hit the caverns immediately at z-level 6.  It doesn't seem like z-level 15 is typical.--[[User:Dextradei|Dextradei]] 16:21, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Of magma and pools ==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify if the first level will likely have a gigantic pool, and that the magma is really part of the cavern an not the separate {{l|Magma_sea|Magma sea}}? --[[User:Tarran|Tarran]] 08:24, 8 April 2010 (UTC)&lt;br /&gt;
:There is a world gen setting for &amp;quot;cavern water&amp;quot; ranging from 1-100, also one for &amp;quot;force magma at bottom layer&amp;quot;. the latter is on by default. So, dont know, maybe merge or link the articles? Maybe i´ll try a world without forced magma later. --[[User:Arin|Arin]] 08:28, 8 April 2010 (UTC)&lt;br /&gt;
::Maybe the &amp;quot;force magma at bottom layer&amp;quot; means the magma sea, so I don't think it is a part of the cavern, if someone doesn't disagree, then I'll remove it from the cavern page. --[[User:Tarran|Tarran]] 08:31, 8 April 2010 (UTC)&lt;br /&gt;
::: I agree, but i think the page should link to [[Magma sea]], as a reference to what you get when you got past the caverns. --[[User:Arin|Arin]] 08:39, 8 April 2010 (UTC)&lt;br /&gt;
::::You made a link to 'Magma_Sea' instead of 'Magma_sea' :p (yes it matters), anyway, changed the main page around a bit. --[[User:Tarran|Tarran]] 08:51, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== downward passage ==&lt;br /&gt;
As adventurer I entered a cave with a dragon in it from the surface, it let to one of these caverns. upon exploring it for about two hours I got an announcement that I found a downward passage. What followed was a series of small caves much like the one that let from the survace into the caverns, only that this one led to the second level.&lt;br /&gt;
Does one get this announcement also in fortress mode?&lt;br /&gt;
&lt;br /&gt;
Yes I got it in fortress mode too, I think they are there to let adventurers get deeper into the caverns[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I found one in fortress mode too... except it lasted one tile down. Must be flaw in cave gen. Anyone else get this? I can make screenshots/movies and use old file to get discovery message. --[[User:Peglegpenguin|Peglegpenguin]] 02:07, 13 August 2010 (UTC)&lt;br /&gt;
== Underworld article ==&lt;br /&gt;
&lt;br /&gt;
There is a more generic article about subterrean features: {{L|Underworld}} what do? merge/redirect?&lt;br /&gt;
:This page should stay, since it is larger and more specific, and 'Cavern' is the correct meaning, 'Underworld' just means everything beneath the ground. So it is unneeded, we should just wait for Briess or someone more experienced then me to decide. --[[User:Tarran|Tarran]] 08:44, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edge of the Map ==&lt;br /&gt;
&lt;br /&gt;
I spent like 30 minutes Googling to try to find out how to get rid of an infinite water supply drawn from a river now that there are no more chasms, and after a while I learned that water flows out of the edge of the map and that caverns can breach the edge of the map, creating a drain with the same effect that chasms had before.  I think someone should mention this since it's much less difficult to build a large-scale water system if that water has somewhere to drain instead of flooding your fortress. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wonder, is that possible to drain water from the cavern, which goes out of the edge of the map? Will water flow from the edge to the cavern or not? [[User:WFrag|WFrag]] 04:59, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Caverns where the water touches the edge is an infinite water source, where the water doesnt touch the edge once fortified is an infinite water drain so this makes for VERY easy waterwheel powerstations, you want a roughly 4:1 water source/water drain ratio to keep 5 wide channel supplied with enough water to power the wheels. --[[User:MLegion|MLegion]] 08:48, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this should be here on in the World Generation article, but there are a bunch of variables related to caverns in the worldgen parameters which let you customize the cavern layout, and it's not particularly obvious what they do.  Turning the cavern layer count to 0, for example, makes it so you can't embark with seeds for some reason (bug?) &lt;br /&gt;
: One explanation could be that your starting civilisation gathered seeds for subterran crops from natural occuring underground plants in caves. So a world without caves would be a world without underground crops. But this should of course also imply that there are no crops or their products (like any pigtail items) or towercaps in the world. --[[Special:Contributions/80.187.102.242|80.187.102.242]] 16:33, 12 May 2010 (UTC)&lt;br /&gt;
and I'm not entirely sure what Openness and Passage Density are referring to.  Raising &amp;quot;levels above layer 1&amp;quot; makes you encounter the first cavern later (obviously) which I think creates a more relaxed fortress-building experience should you want it. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground lakes==&lt;br /&gt;
If an underground lake is connected to the edge of the fortress map will it fill up as it is drained (thus giving an unlimited supply of water) or is the water limited to whats in it on embarkation?&lt;br /&gt;
&lt;br /&gt;
==Caravan spawning into the caverns==&lt;br /&gt;
Amusingly, as of v0.31.03, I've witnessed that instead of spawning at the side of the map ABOVE GROUND, the dwarven caravan sometimes spawns at the side of the map in the CAVERNS. This invariably leads to carnage.&lt;br /&gt;
&lt;br /&gt;
==Spoilers==&lt;br /&gt;
I'm labeling the article as a spoiler, since I believe players should explore the caverns by themselves, without knowing what waits in there. Possibly there could be a simple unspoiled paragraph that says something along the lines of: &amp;quot;there are huge caverns underground with interesting plants and creatures. Dig down an unspecified number of Z levels to find. Have Fun.&amp;quot; But everything else is a spoiler, IMHO. --[[User:Markus cz|Markus cz]] 16:49, 15 May 2010 (UTC)&lt;br /&gt;
:It's not a major spoiler, since everyone knows about in now, and it is mentioned many times, nothing is particularly 'spoilery, you don't ruin the entire gaming experience reading the page, it's about as 'spoilery as adamantine. --[[User:Tarran|Tarran]] 00:26, 17 May 2010 (UTC)&lt;br /&gt;
::I would argue that both caverns and adamantine ''are'' spoilers, perhaps not for us, but definitely for starting players, but I didn't know there is a Minor spoilers tag. I think it works well enough, thanks.--[[User:Markus cz|Markus cz]] 09:28, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dwarf stays in cavern?==&lt;br /&gt;
My dwarf went and dug down into a cavern. Now she refuses to get out, even though she has stair access and she's hungry, thirsty, and tired. Here's the kicker: When I tell her to dig a bit higher than where she is, she happily runs on up, hollows it out, and then runs back down to where she was before. [[Special:Contributions/76.199.199.110|76.199.199.110]] 05:45, 10 September 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot to mention. Everyone else can go down and up again from there, but she can't.&lt;br /&gt;
&lt;br /&gt;
== No subterranean vegetation in some biomes? ==&lt;br /&gt;
&lt;br /&gt;
Having embarked on a location without sedimentary rock (and therefore no coal), I've dug some huge tree farms underground. My map spans two biomes, one being ocean, and all of my artificially muddied areas on the ocean side of the map have failed to sprout anything. Caverns 2 and 3 are fully fertile as normal, but cavern 1 also lacks vegetation in the ocean biome. The muddied areas are all near-surface (i.e. I haven't tried muddying any dug areas at or below cavern levels). [[Special:Contributions/202.156.10.234|202.156.10.234]] 06:12, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Have you been muddying the area with salt water? Or is it just muddy from the ocean biome (still salt)? --[[User:Romeofalling|Romeofalling]] 07:22, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::One layer was muddied from the ocean, a second layer was muddied from both ocean and (non-ocean biome) aquifer, a third layer was not muddied at all (it has soil in both z and z-1 layers in both biomes). All water was drained in, not pumped (i.e. there's been no magic desalinization from pumping). And for that matter, the non-ocean-side aquifer layer is also salty. None of these layers show growth on the ocean side of the map, and the line of demarcation between veg and non-veg areas matches the border between the different soil layers exactly.&lt;br /&gt;
&lt;br /&gt;
::Oddly, down in cavern 1 I have a handful of dead shrubs and a few locations where the floor has been turned to soil (indicating something had grown there at some time), so I suspect (but can't confirm) that there was normal vegetation when the cavern was first penetrated, but nothing else sprouted since then. And, hmm.. that might also be true for caverns 2 and 3 - there's growth on the ocean side, but it seems to be all mature growth (no young trees), and much thinner than the other side.&lt;br /&gt;
&lt;br /&gt;
::Version is .12.   [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:01, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm currently on a map where the first cavern level has no plants or trees whatsoever. I'm not well-versed in biomes and their descriptors, but the biome seems pretty normal to me. I haven't made it down to the second cavern level yet, too many gems in the first. In my first fortress where I successfully (after newbie fun) made it to the first cavern level, that level was fairly horizontal (and had plants and trees, and water). This current one is more vertical. It has no water, maybe that is a problem? (Actually I've been assuming the floor is mud/dirt, I should check that.) I need trees for charcoal, but the furnace dwarves don't want to work half the time (I'll have to turn off *all* their other labors, not just most of their other labors, but they stay in the mil if they're assigned, certainly). Maybe the troglodytes, mole dogs, and spiders ate all the trees (and are now intent on eating my dwarves). --[[User:Dwarvenjames|Dwarvenjames]] 15:53, 4 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've experienced that several times. And sometimes there were some aboveground trees and shrubs in the first cavern layer, no underground-specific. May be no mud, also. But 2-nd and 3-rd layers were &amp;quot;normal&amp;quot; - had mud and appropriate flora. --[[User:WwWraith|WwWraith]] 00:05, 2 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finding Caverns ==&lt;br /&gt;
&lt;br /&gt;
I have dug 20z levels but have yet to find a cavern is it possible that i dont have a cavern layer?&lt;br /&gt;
&lt;br /&gt;
: The two main possiblities are a) the first cavern is deeper than 20z (see above, one person reported it can be as deep as 59z), and b) you dug straight through the first cavern levels without breaking into the cavern (easy to do). [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:45, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
The comments on adventure mode probably need fixing. As I understand it, the fast-travel bit is not relevant anymore, since you can't fast-travel away from encounters above-ground either. Plus night-creatures have made overnighting underground/inside pretty essential, so the warnings against caverns should probably be changed to &amp;quot;find a hole before nightfall, or ''THEY'' will eat your brain!&amp;quot;. I'd have a go at updating it, but I don't generally do adventure mode.  [[Special:Contributions/202.156.10.234|202.156.10.234]] 04:09, 14 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well_guide&amp;diff=137261</id>
		<title>v0.31 Talk:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well_guide&amp;diff=137261"/>
		<updated>2011-03-01T20:04:33Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Well Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mud contaminant==&lt;br /&gt;
Complete misinformation on this page. Wells DO NOT filter out mud or any other actual contaminant. If they did, water from wells could not be used to irrigate. It would not create mud on stone floor tiles. Mud is what makes water stagnant, NOT coming from a murky pool. You NEED to filter out mud to stop the bad thought that comes from drinking stagnant water. Grates and bars filter out contaminants. I have verified this. You can too, well users, look at your stock screens. Tab to change modes. Look at all the water you own, even the stuff in buckets is stagnant if you are playing the latest version and you aren't cleaning with grates or bars. Unless you cleaned it first. There is one scenario I have not yet investigated, though: what happens if your well is above a grate, above water? This is not a bad idea in general, the grate will prevent anyone falling into the well from falling into the water. I haven't verified if passing through a grate this way even works, let alone filters contaminants.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:71.222.187.247|71.222.187.247]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Wrong.  Wells do filter out mud.  Since mud is created simply by having water on a tile, you can't have a well reaching water that isn't mud-contaminated.  Try it - build a cistern, pump some water in (so it's completely uncontaminated), look at the floor of the cistern.  &amp;quot;Stagnant&amp;quot; does come from murky pools specifically - the pool will give the water a '''grime''' coating, which in turn makes the water stagnant. --[[User:DeMatt|DeMatt]] 05:34, 28 November 2010 (UTC)&lt;br /&gt;
::Both wrong as hell. Wells don't give a crap about mud. Mud is an object spawned on a floor tile when water enters that tile. It's just an object, not a trait associated to the tile itself. Murky pools and brooks are special, unique floor tiles which control the maner in which water evaporates from above them. Mud doesn't form on these tiles. When a well is over a murky pool or brook tile, it will assume that the water is stagnant and filthy, and THAT is where the negative thought comes from. Furthermore, water doesn't carry mud with it, it just stays there on the tile it initially formed on. Thus, you can't really filter the mud, as the water doesn't get muddy. The only &amp;quot;filtration&amp;quot; you can do is with salt water. The well guide already explains how to desalinate water, both the easy and the hard way, though I've yet to do the step-by-step on the hard way... (Or any of the step-by-steps, really...) Anyways, thanks DeMatt for fixing that.--Kydo 06:31, 29 November 2010 (UTC)&lt;br /&gt;
:::Oh, crap, looking back, I need to do a minor update to this. Mud still isn't a contaminant, but contaminants have become much more complicated. I don't remember reading about that being implemented, but there it is! I guess I'll have to build even more experiments... Damn. The nature of contaminants is weird. Some will mix with water, while others just appear as small piles and don't actually seem to interact with water at all! --Kydo 07:03, 29 November 2010 (UTC)&lt;br /&gt;
:: I am telling you, I have taken water from a brook, through a well, and seen &amp;quot;stagnant water&amp;quot; listed in buckets. Perhaps I jumped to conclusions about the mud, but I have stagnant water in buckets. Okay, maybe they filled the buckets from a pool rather than the well, but until I put in a grate, ALL I had was stagnant water. Every single drop in every bucket was stagnant. After the grate, none of it was. Please do not jump to the conclusion that someone seeing something different than you must be mistaken, this game changes very quickly and new releases introduce new mechanics. At least have the decency to do some tests with the latest version before crying &amp;quot;Wrong!!&amp;quot; [[User:GhostDwemer|GhostDwemer]] 17:29, 29 November 2010 (UTC)&lt;br /&gt;
::: I am using the latest version. I just never read anything about any contaminants update at any point, and it never really came up in any of my fortresses, as my dwarves never get bloody, rarely bathe, and mud has no effect on wells. Thus, I didn't even think water contaminants existed until this came up! I'm sorry I was rather nasty to you. It was completely uncalled for. --Kydo 03:21, 30 November 2010 (UTC)&lt;br /&gt;
* I'm posting further discussion over at [[DF2010_Talk:Well]] to avoid duplication of arguments. --[[User:DeMatt|DeMatt]] 01:40, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where's the guide? ==&lt;br /&gt;
Linked here from the [[Well]] main page, which says &amp;quot;see the (recommended) Well Guide&amp;quot; ...  I would like to read this guide :)  --[[User:FleshForge|FleshForge]] 11:50, 10 August 2010 (UTC)&lt;br /&gt;
:Yeah, this really should be updated. The 40d version of this page was kind of disorganized and vague at times anyways. I can clean it up a little to make sense for the new version of the game and post it here if nobody has any complaints about me doing so. --Kydo 15:20, 13 October 2010 (UTC)&lt;br /&gt;
Thanks. That would be great.[[User:Decius|Decius]] 20:56, 13 October 2010 (UTC)&lt;br /&gt;
: Right, so, I've got what I've finished uploaded to my user page, if you want to look it over and tear it apart. It's not finished, as the step-by-step section is empty thus far. I will put more into it, but I want to use actual in-game screenshots as examples, to show that it all works. So that part may take a while. If you guys can help me on that, it'd be awesome. Oh, also, it is RIFE with unverified stuff. Like, I don't know if he fixed the &amp;quot;urist mcdorf fell down the well again&amp;quot; problem. I need to do a bunch of verification work. Which is part of what the working examples thing is about. --Kydo 03:50, 14 October 2010 (UTC)&lt;br /&gt;
:: Nobody's commenting. I'll just upload it in it's unfinished state and work on it as I find the inclination to. At the very least, it might set off an argument, which is better than nothing at all. Hopefully, having something actually on the page might prompt people other than myself to start making edits of their own, fixing my heapinng pile of mistakes. --Kydo 08:25, 16 October 2010 (UTC)&lt;br /&gt;
It might be useful to mention u-bends (see [[DF2010:Pressure]]). In older versions it was possible to lower the z-level of water with a series of u-bends, I suppose this still holds true in the current version. --[[Special:Contributions/92.224.74.71|92.224.74.71]] 15:18, 16 October 2010 (UTC)&lt;br /&gt;
: Yes, it is. That's actually exactly how gravity-fed aqueducts carry water to their subterranean reservoirs. But the original well guide didn't really talk much about the behavior of water, preferring to linking to the page on pressure. It assumes you have read both the well page and the pressure page, and gives a fair bit of warning of the danger of flooding. Actually, I found a glitch in u-pipe filling. I haven't figured out exactly what causes it, but it seems that if you try to u-pipe fill a chamber that's already full of water, both water sources try to push down, and regardless of how much water is in either water source, push down with equal force, and go nowhere. I think it has something to do with the door separating the two opening, leaving an empty space, which both sources flow into, initiating the direction of flow, and once it's full, the game thinks it's done and just stops flowing. I think. I need to experiment with it more, because it only happens sometimes. Also, thanks for fixing my stuff a bit. I forgot that not all aquefers are salty. Actually, each water source should have a link to it's own page, so that you can learn more about them individually... Actually, reading over the page on pressure, it looks like it could use a little cleanup too... I'll get to it eventually. --Kydo 16:12, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mud doesn't dry? ==&lt;br /&gt;
&amp;quot;''First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?''&amp;quot;- from Multitasking wells.&lt;br /&gt;
&lt;br /&gt;
Actually when I started my last game there was already mud for farming underground, but I had forgotten seeds.(:/) And when I later checked there was not mud... -A4&lt;br /&gt;
&lt;br /&gt;
:Really? Because I have never seen anything about mud evaporating. Nobody has ever been able to confirm it. The only confirmed method of removing mud, is to build something on it, like a floor, and then remove the construction. My current fortress has been running for about four (game) years, and the mud I made for irrigation at the beginning has yet to dry. --Kydo 16:19, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Danger of flooding?==&lt;br /&gt;
Really? All this hoopla over flooding, and no mention of diagonal pressure reduction? &lt;br /&gt;
&lt;br /&gt;
 ###X ###  &lt;br /&gt;
     ##0#&lt;br /&gt;
      ###&lt;br /&gt;
 &lt;br /&gt;
 X=floodgate&lt;br /&gt;
 #=tunnel&lt;br /&gt;
 0=where you put the well one level above.&lt;br /&gt;
&lt;br /&gt;
It couldn't get any simpler. I have never once filled up a reservoir by bucket. Once you understand that a diagonal connection removes ALL pressure, flooding should never be a problem. You get the benefit of pressure, quick delivery of the water, without the risk of flooding. [[User:GhostDwemer|GhostDwemer]] 17:11, 28 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You're right, diagona pressure gates can be handy. I can think of a more effctive design, though... A diagonal pressure gate only works riht under specific circumstances. If water has the ability to flow downward at any point after a diagonal pressure gate, it will be pressurized back to the gate's height. It also doesn't prevent water from flooding into the rest of the level it's on, which depending on where your well is located, can be a problem. If you depressurize water before it enters the well's reservoir, it will only fill the bottom level, which makes multi-level wells impossible. Ah, but if the fill pipe connects to the TOP edge of your reservoir, and fills diagonally, the game will depressurize the water as it enters the reservoir! Which means water will only ever be able to fill to the top edge! --Kydo 16:16, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Well-Tower ==&lt;br /&gt;
'' A well tower may indeed be cool.''&lt;br /&gt;
To what purpose would a well-tower serve, and why should it be listed in this guide? This seems impractical, by all means, and although some players may build them it seems more ornamental than anything else. --[[User:RadGH|RadGH]] 07:30, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Although it offers no real use it encourages newer users to be creative and try new and crazy things. The statement doesn't even announce that it would serve any purpose it only stated it would be &amp;quot;cool&amp;quot;. [[User:Mystery|Mystery]] 07:05, 7 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Uses for a well tower:&lt;br /&gt;
1. The experimental models used to make the information on this page were mostly enormous well towers of different styles.&lt;br /&gt;
2. You may use the water source in the high reservoir as a source for practically infinite water pressure for things such as world-flooding weapons.&lt;br /&gt;
3. If your base is really tall and you want a well at a higher level, with it's reservoir directly below the well opening, most likely due to poor planning.&lt;br /&gt;
4. It would be cool, because if you manage to build it without flooding your fortress, it's quite an accomplishment.&lt;br /&gt;
--Kydo 19:33, 16 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Well Safety ==&lt;br /&gt;
&lt;br /&gt;
While reading the guide, I thought of two useful safety features to prevent Dwarf splat, and splash.&lt;br /&gt;
&lt;br /&gt;
Hatches and Plates. Link a Hatch, built a level below the well to a pressure plate just before the well, with stairs leading around and back up to the level above. This means a dwarf working the well must stand on the plate opening the hatch. If it steps off the plate into the well the hatch closes and catches it before it can splat.&lt;br /&gt;
&lt;br /&gt;
Plates and Floodgates. A shallow reservoir, of no more than 3x3x3 won't last forever, but if combined with a pressure plate two levels below the well, and off-set one square, set to trigger 3/7 water and close flood gates, should keep the well from flooding up into the corridor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;i&amp;gt;If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place [[Grate|wall grates]], [[Bar|upright bars]], or [[Fortification|fortifications]] in the aqueduct to act as filters. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two filters in a row pretty much eliminates any chance of this happening.&amp;lt;/i&amp;gt;&amp;quot; - disagreed: water can push animals through several grates, etc., and it is not so rare. For better security I recommend using pumps. --[[User:WwWraith|WwWraith]] 20:04, 1 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=137258</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=137258"/>
		<updated>2011-03-01T19:47:45Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Question about save raws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Question about save raws==&lt;br /&gt;
&lt;br /&gt;
What if we just mod the raws in the save directory (\data\save\region 2\raw)?  Are you sure that we still need to regen the world? Or does it still cause instabilities? And this is the wrong place for this question, isn't it? ... ah, well, but this is where I'll know to find it again later...   -  lost 08:40, 4 May 2010 (UTC)&lt;br /&gt;
: I haven't tested most of the other cheats, but I do know that you can remove the aquifer by editing the save raws. I would imagine that it works for any modification, though I'd suggest backing up your files and not being too attached to any existing forts before you try it. (Sorry if this is a bit late, I only just recently got into DF.)--[[User:Shatari|Shatari]] 22:43, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sometimes editing raws require regen (for example adding new reactions), sometimes don't (dealing with obsidian not listed in {{k|z}}-Stone screen) --[[User:WwWraith|WwWraith]] 19:47, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
: The following works. Don't forget to add it to raw/objects/entity_default.text and then regen your world like the others. Modify as needed for any other plant.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;pre&amp;gt;&lt;br /&gt;
::[REACTION:F_PLUMP_HELMETS]&lt;br /&gt;
::[NAME:create plump helmets]&lt;br /&gt;
::[BUILDING:SMELTER:NONE]&lt;br /&gt;
::[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP][PRODUCT_DIMENSION:150]&lt;br /&gt;
::[SKILL:SMELT]&lt;br /&gt;
::&amp;lt;/pre&amp;gt;&lt;br /&gt;
:-20:18, 20 April 2010 (UTC)&lt;br /&gt;
::Is the PRODUCT_DIMENSION actually necessary? --[[User:Quietust|Quietust]] 20:24, 20 April 2010 (UTC)&lt;br /&gt;
:::I'm not actually sure. I just modified the Free_Wood reaction that was listed on the page to create plump helmets. -21:10, 23 April 2010 (UTC)&lt;br /&gt;
::::PRODUCT_DIMENSION is not needed. In a related topic, I made a reaction that has a chance to produce any of the edible plants, and it appears that they all work--for eating raw, processing for fibers, brewing, cooking, etc.--so I'm going to remove the bit about the ones besides sweet pods and sun berries not being tested. [[Special:Contributions/98.151.26.202|98.151.26.202]] 07:38, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;br /&gt;
:Such features do not even exist in the old sense, they've either been removed or integrated into the current world geography in such a way that &amp;quot;finding&amp;quot; them would be pointless. Regardless of that reasoning, I tested it and it does not reveal anything. Removing... [[User:Trorbes|Trorbes]] 05:25, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help== &lt;br /&gt;
Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...&lt;br /&gt;
*I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --[[User:Samthere|Samthere]] 01:30, 11 April 2010 (UTC)&lt;br /&gt;
**Thanks.  I'll try that.&lt;br /&gt;
&lt;br /&gt;
==Reengineered==&lt;br /&gt;
&lt;br /&gt;
*Is there a reason why you replaced functional additions to raws with incomplete additions to raws and modifications to existing raws that mess up original reactions?&lt;br /&gt;
&lt;br /&gt;
Please check that whatever you add is correct and complete material.&lt;br /&gt;
*the reactions were working just fine for me as they are, so I assumed it was unnecessary. Presumably there was some sort of fluke for me. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
**the reactions you listed would do nothing on their own for anyone else who added them because they also require coresponding entries of PERMITTED_REACTION to entity_default.txt under ENTITY:MOUNTAIN. I suggest you read the material you deleted to see how reactions are done properly or consult modding tutorials on the forum. There should be a minimum quality standard on wiki so that the content is whole and useful.&lt;br /&gt;
***Yes. I know there is. However, I tested all of the mods and they worked for me, so I saw no need to check the forums. I know what I was missing, I know why and it's there now in any case, so I don't think there's really any point in continuing this. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
&lt;br /&gt;
==Shells==&lt;br /&gt;
Anyone have a method to allow you to get shells in a map without turtles without creating a new world.  Everything I've tried so far has failed miserably.&lt;br /&gt;
* you can add shell as body part to existing animal by making additions to their raws and then butcher them for shell, search the modding sub-forum for details&lt;br /&gt;
&lt;br /&gt;
== more bonuses ==&lt;br /&gt;
&lt;br /&gt;
in addition to [NOFEAR] and others, you could add [EXTRAVISION], [NOTHOUGHT], AND [NOEMOTION] as well. I actually got them from the bronze collossus.&lt;br /&gt;
*As did I. I was assuming people would want their dwarves to think.&lt;br /&gt;
&lt;br /&gt;
== About attribute and skill decay ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure nothing in the &amp;quot;Tinkering with the dwarven soul&amp;quot; section works. My dwarves' attributes keep dropping, as well as skill levels. I've tried with various numerical values as well as with :NONE:. Attributes -never- go up, or stay same, they can only go down. Skill levels go up just as fast as before, no faster, no slower. Created a new (pocket) world every time after making modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT BY STARGEM:  I have been able to reliably increase Strength, Endurance, and Agility through these means.  Unfortunately, it seems that most attributes do not have tasks or actions linked to them, so they are never exercised at all.  The same goes for Skill_Rates, so I think these issues have to be corrected by Toady before Tinkering with Souls can fully work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra free stuff==&lt;br /&gt;
&lt;br /&gt;
Is there any way to generate other finite resources like water or animals? Aside from being hilarious to see an elephant grow out of a workshop, in maps like deserts water could be generated an put into an underground pool. Any thoughts on how to do this?&lt;br /&gt;
P.S: I heard someone on the forums generated vomit blocks, so I know it can be done.&lt;br /&gt;
:I don't know about generating water, but generating animals doesn't work. Well, it DOES work, but the animals generated are vermin-size and cannot move around on their own or be butchered. [[User:JohnnyMadhouse|JohnnyMadhouse]] 15:43, 29 July 2010 (UTC)&lt;br /&gt;
:: I see in the reaction_other file that there are reagents that are containers for lye, oil, honey... I suspect that you would find there is also a container class for water. I haven't tested it yet, but it was a thought.  --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:17, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
I'm getting tired of mining and using obsidian factories to make my forboding doom towers. I tried adding an obsidian reaction to the smelter but to no avail. Is there a way to make it, even though it's not technically not a metal? [[User:Mgrinshpon|Mgrinshpon]] 16:30, 7 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The following worked for me, tested both in a new world, and by inserting it into the saved game. Beware, 100 product will make your smelter *CLUTTERED* in no time flat.  --[[Special:Contributions/98.207.234.98|98.207.234.98]] 14:17, 1 March 2011 (UTC)&lt;br /&gt;
::In Objects/entity_default.txt  in the section for dwarves, preferably with the other permitted reactions so you can find it later.&lt;br /&gt;
:::[PERMITTED_REACTION:FREE_OBSIDIAN]&lt;br /&gt;
::In Objects/reaction_smelter.txt&lt;br /&gt;
:::[REACTION:FREE_OBSIDIAN]&lt;br /&gt;
:::[NAME:free obsidian]&lt;br /&gt;
:::[BUILDING:SMELTER:NONE]&lt;br /&gt;
:::[PRODUCT:100:100:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN][SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
== Improved Practice Shop ==&lt;br /&gt;
&lt;br /&gt;
Anyone know the skill names for things like negotiations, lying, and combat? I know that a negotiator can improve their skill by doing lots of trading at the depot, for instance... I've tried a few variations and have come up bust. Probably I'm too tired to see the obvious, but possibly I'm just not creative enough. --[[Special:Contributions/98.207.234.98|98.207.234.98]] 13:25, 1 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=137105</id>
		<title>v0.31 Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=137105"/>
		<updated>2011-02-26T11:58:19Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Captured Grizzlies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Training=&lt;br /&gt;
I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny? --[[User:SirPenguin|SirPenguin]] 17:40, 15 April 2010 (UTC)&lt;br /&gt;
:I think the problem is that you can't designate a specific animal to train, try killing all your dogs and training a war animal(I haven't made a kennel yet in DF2010) [[Special:Contributions/68.161.167.37|68.161.167.37]] 17:48, 15 April 2010 (UTC)&lt;br /&gt;
::Better yet, just put all of your dogs into a cage - animals can't be trained unless they can walk to the kennels on their own. Also make sure your bears '''aren't''' in cages. Oh, and for Armok's sake, ''keep them away from your booze stockpiles''! --[[User:Quietust|Quietust]] 17:53, 15 April 2010 (UTC)&lt;br /&gt;
:::I've successfully trained war bears in 2 forts now, and have updated the page. You don't need a dungeon master, and you just do the &amp;quot;train war dog&amp;quot; task with tame grizzly bears running about your fort and it seems to work automatically in the same way as dogs do. If you don't want to train your dogs then I guess you'd have to trap them somewhere. I assume that if you trap them yourself you have to do &amp;quot;Tame large animal&amp;quot; first. Bought ones are already tame and that's how I've always done it. --[[User:Akkie|Akkie]] 10:54 UTC, 17 April 2010&lt;br /&gt;
::::The &amp;quot;Tame Large Animal&amp;quot; first is the kicker, and that can't be done without a dungeon master (if at all?  I've never seen a DM).&lt;br /&gt;
:::::You don't need to tame large animal, select tame war dog and it will tame the bears as well--[[User:Radical|Radical]] 8:37 EST, 8 May&lt;br /&gt;
:::::Grizzly bears have [PET] rather than [PET_EXOTIC] so anybody can tame a ''captured '''wild''''' grizzly (using &amp;quot;Tame Large Animal&amp;quot;). If you bought it from the elves, it's already tame. --[[User:Quietust|Quietust]] 01:18, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone has to say it &amp;quot;Bear Cavalry.&amp;quot; --[[User:Truean|Truean]] 16:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fantasy general has them :) --[[Special:Contributions/92.202.106.165|92.202.106.165]] 18:19, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it just me, or can you train grizzlies (not for war, but just taming them) without a Dungeon Master?  I'm using v31_12_b.&lt;br /&gt;
:Yes, you can. It say so on the page, actually. --[[User:Eurytus|Eurytus]] 16:54, 24 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Captured Grizzlies=&lt;br /&gt;
I captured some War grizzly bears from goblin attackers using cage traps. Now I have a bunch of goblin swordsmen and war grizzly bears in cages at animal stockpile. My kennel is next to this stockpile, but when I select &amp;quot;tame large animal&amp;quot; option, these war grizzly bears do not appear there. How do I tame them? -vlex&lt;br /&gt;
:You don't. A) they need to be free to roam, and B) they're too loyal to the goblins to consider working for your dwarves. Catch wild grizzlies instead, or buy 'em from the elves. --[[User:DeMatt|DeMatt]] 05:30, 23 February 2011 (UTC)&lt;br /&gt;
::They don't &amp;quot;need to be free to roam&amp;quot; - indeed they must be caged. See [[Kennel#Tame_a_Large_Animal|Kennel]]. --[[User:WwWraith|WwWraith]] 11:58, 26 February 2011 (UTC)&lt;br /&gt;
::Can I put them to chains so they can breed and get me homemade grizzlies? :)&lt;br /&gt;
:::It's my understanding that creatures breed by &amp;quot;spores&amp;quot; and that reproduction takes place as long as at least one male and one female can be found on the map. (see [[Meat_industry#Breeding|Breeding]]) As such, I imagine you could leave a '''male''' chained up in order to breed with tame females (captured or bought from caravan). As for the loyalty of the cubs from a goblin's grizzly, I have no idea. Perhaps you should try {{l|!!SCIENCE!!}} and report your findings here? --[[User:Thundercraft|Thundercraft]] 10:00, 26 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Driftwood&amp;diff=137093</id>
		<title>v0.31:Driftwood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Driftwood&amp;diff=137093"/>
		<updated>2011-02-26T05:21:34Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Driftwood''' is a feature of [[Ocean|beach]] maps. It is not known if it replenishes over time. It cannot be harvested for [[wood]], nor can it be [[smoothing|smoothed over]]. Driftwood can be removed by {{k|b}}uilding a {{k|C}}onstruction such as a [[Road|r{{k|o}}ad]] or [[Wall|{{k|w}}all]] on the tile, which will transform the tile into an ordinary tile of the base [[Stone|rock]] type. Note that you cannot see the rock type of a driftwood tile while the driftwood is present. Driftwood can sometimes appear when mining out frozen seas in glacial biomes. &lt;br /&gt;
&lt;br /&gt;
[[Category:Ocean]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beekeeping_industry&amp;diff=136854</id>
		<title>v0.31:Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beekeeping_industry&amp;diff=136854"/>
		<updated>2011-02-23T00:31:37Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''beekeeping industry''' is a straightforward process that allows a fortress to produce food ({{L|honey}}, {{L|royal jelly}}), drink (mead), and craftable items (wax).&lt;br /&gt;
&lt;br /&gt;
First up you need an area that can support {{L|Honey bee}}s. These {{L|vermin}}-type creatures occur in any non-freezing {{L|biome}}. After finding a colony of bees, the next step is to create an artificial {{l|Hive}} in the {{L|Craftsdwarf's workshop}} {{L|Kiln}} or {{L|Metalsmith's forge}} using stone, wood, ceramics or metal.&lt;br /&gt;
&lt;br /&gt;
Construction of the hive is then done by a dwarf with the {{L|Beekeeping}} labor enabled, and must be made in a tile adjacent to an outside tile. Unless the player specifies otherwise, (with {{K|c}}) the beekeeper will then automatically find the nearest live hive and transfer it to the artificial hive.&lt;br /&gt;
&lt;br /&gt;
From there the player has a few options as to what they want done.&lt;br /&gt;
* The player may toggle the hive (using {{K|g}}) so that the product is not automatically gathered. This will cause the hive to grow, allowing it to be split into additional artificial hives. &lt;br /&gt;
* If the player chooses to have the hive be harvested, a beekeeper will approach the hive after 6 months{{verify}} or so and transfer {{L|royal jelly}} to an empty {{L|jug}} and produces a [[honeycomb]]. The hive is then deconstructed, though it can be rebuilt and filled with a new hive. &lt;br /&gt;
&lt;br /&gt;
The [[royal jelly]] is counted as an edible item and can be cooked or eaten as is. The honeycomb requires a bit more effort, it must be brought to a [[screw press]] to be turned into [[honey]], which is also edible and can be cooked. &lt;br /&gt;
&lt;br /&gt;
That honey can then be brought to a {{L|Still}} and, when combined with a non-absorbent {{L|barrel}}, can create [[mead]].&lt;br /&gt;
&lt;br /&gt;
The pressed honeycomb can be brought to a {{L|craftsdwarf's workshop}} and turned into {{L|wax}} {{L|crafts}}.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
As for 31.19 mead production is bugged. To make mead:&lt;br /&gt;
&lt;br /&gt;
:1. Go to your finished goods stockpile(s) and make it/them not accept tools.&lt;br /&gt;
&lt;br /&gt;
:2. Go to your food stockpile(s) and make it/them not accept honey.&lt;br /&gt;
&lt;br /&gt;
Mead will not appear in the Kitchen screen, only in the Stocks screen.  &lt;br /&gt;
[[category:industry]]&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=136852</id>
		<title>v0.31:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=136852"/>
		<updated>2011-02-23T00:10:18Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: add new labors as in 0.31.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:44, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]]'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is {{L|hauling|food hauling}}, {{L|mining}}, {{L|hunting}}, or any of dozens of other tasks. For instance, only a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|trees}} whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a &amp;quot;'''job'''&amp;quot;, nor a &amp;quot;{{L|skill}}&amp;quot;.  A job is the actual task of doing something, and a skill is the experience that determines how fast a job gets done, and/or the quality of any finished product (specifics vary with skill/job), while a labor preference simply designates whether a dwarf is allowed do that sort of job or not.  You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single {{L|skill}} can possibly be applied to many different '''jobs'''.  For instance, a dwarf with the {{L|bone carving}} labor designated might carve a totem out of a skull, craft bone practice {{L|bolt}}s for a {{L|crossbow}}, create bone {{L|armor}}, or carve bone {{L|craft}}s to trade.  Each of these is a different possible job allowed by designating the associated labor, which in each of these cases is governed by the &amp;quot;bone carving&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially {{L|haul}}ing, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
The {{L|mining}} and {{L|wood cutting}} labors require the dwarf to pick up and wield a {{L|pick}} or {{L|battle axe}}, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
==Viewing labors==&lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
Labors are divided into skill trees - for instance, accessing {{L|metalsmithing}} allows you to enable various jobs that are related to working with metal, such as {{L|weaponsmithing}} and {{L|armorsmithing}} etc.&lt;br /&gt;
&lt;br /&gt;
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Category''' || '''Labors'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
* {{L|Wood Cutting}}&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone Detailing}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* {{L|Animal Training}}&lt;br /&gt;
* {{L|Animal Care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
* {{L|Small Animal Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* {{L|Diagnosis}}&lt;br /&gt;
* {{L|Surgery}}&lt;br /&gt;
* {{L|Setting Bones}}&lt;br /&gt;
* {{L|Suturing}}&lt;br /&gt;
* {{L|Dressing Wounds}}&lt;br /&gt;
* {{L|Healthcare#Non-doctor_labors|Feed Patients/Prisoners}}&lt;br /&gt;
* {{L|Healthcare#Non-doctor_labors|Recovering Wounded}}&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanner|Tanning}}&lt;br /&gt;
* {{L|Farming}} (Fields)&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Soap Maker}}&lt;br /&gt;
* {{L|Wood Burning}}&lt;br /&gt;
* {{L|Potash Making}}&lt;br /&gt;
* {{L|Lye Making}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Plant Gathering}}&lt;br /&gt;
* {{L|Plant Processing}}&lt;br /&gt;
* {{L|Cheese Making}}&lt;br /&gt;
* {{L|Milking}}&lt;br /&gt;
* {{L|Shearing}}&lt;br /&gt;
* {{L|Spinning}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
* {{L|Pressing}}&lt;br /&gt;
* {{L|Beekeeping}}&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
* {{L|Fish Cleaning}}&lt;br /&gt;
* {{L|Fish Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* {{L|Furnace Operating}}&lt;br /&gt;
* {{L|Weaponsmithing}}&lt;br /&gt;
* {{L|Armoring}}&lt;br /&gt;
* {{L|Blacksmithing}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* {{L|Gem Cutting}}&lt;br /&gt;
* {{L|Gem Setting}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Woodcrafting}}&lt;br /&gt;
* {{L|Stonecrafting}}&lt;br /&gt;
* {{L|Bone carving}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
* {{L|Strand Extracting}}&lt;br /&gt;
* {{L|Pottery}}&lt;br /&gt;
* {{L|Glazing}}&lt;br /&gt;
* {{L|Wax working}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* {{L|Siege Engineering}}&lt;br /&gt;
* {{L|Siege Operating}}&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
* {{L|Pump Operating}}&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Alchemy}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=136435</id>
		<title>v0.31 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=136435"/>
		<updated>2011-02-17T22:59:19Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* make up your mind.. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
&lt;br /&gt;
Never embark without elves or goblins. Elves bring superawesome animals ( I made a giant forest spider which is like the giant cave spider just in a forest and the elves brought me three of them in the second year) and various plants like whip vine and sunberries. And goblins, well, they make Fun.--[[User:Niggy|Niggy]] 19:37, 9 June 2010 (UTC)&lt;br /&gt;
: I'll second that. You gotta have hostiles, unless you want a peaceful farming town or a megaproject on an island. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Layers on Embark Screen ==&lt;br /&gt;
Looks like you can no longer see the specific layers of soil and stone on embark.  In .31.19 you just get a general description of what sort of geology is at the site.  &amp;quot;Clay,&amp;quot; &amp;quot;soil,&amp;quot; &amp;quot;flux stone,&amp;quot; and &amp;quot;metals&amp;quot; along with some description of how deep and how abundant they are is what I've seen. [[User:Octorok|Octorok]] 22:08, 17 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Less soil doesn't mean more stone and minerals.==&lt;br /&gt;
Whoever added this is wrong. The number of z-levels before you reach the magma sea is highly variable. You could have three soil layers and still have 100 z-levels before you hit bottom. Or you could have no soil and only 40 z-levels. The amount and type of minerals available is much more a function of the types of layers, not the number. For instance, a million layers of basalt won't get you any iron, but a few layers of limestone will get you a ton. I'm removing this, sorry whoever added it. [[User:GhostDwemer|GhostDwemer]]&lt;br /&gt;
&lt;br /&gt;
:That was me, and I meant the variety of different stone layers, not the total number of z-levels they span.  Does it so there can be a greater variety of layers than shown? [[User:Khym Chanur|Khym Chanur]] 00:45, 19 November 2010 (UTC)&lt;br /&gt;
:: Absolutely. The embark screen only shows the first eight layers. There can be more below.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:GhostDwemer|GhostDwemer]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Play Now, Fisherdwarf==&lt;br /&gt;
I just did a &amp;quot;Play Now!&amp;quot;, and my Fisherdwarf does NOT have any social skills (just Novice Fisherdwarf), but he was still assigned as the Expedition Leader and I can assign labors just fine.  Also, it's highly likely that the listed Dabbling skills were learned immediately '''after''' embarking, while said dwarf was talking to the others. --[[User:Quietust|Quietust]] 17:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Now, worldgen titles?==&lt;br /&gt;
It's suggested that the initial 7 dwarves can come from worldgen. Some actual proof of this claim (e.g. savegame) would be nice. --[[User:Quietust|Quietust]] 17:40, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Verification==&lt;br /&gt;
* could not replicate the &amp;quot;double fish crash&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LemonFrosted|LemonFrosted]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fish are double-listed in the embark items screen. If you choose both fish the game will crash.Verify&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:This is false; I've embarked with two separate barrels of cave lobsters twice now. I'm deleting this from the article. --[[User:Zombiejustice|Zombiejustice]] 18:07, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ya that's BS.--[[User:Mrdudeguy|Mrdudeguy]] 18:22, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm, I added that because it was on the &amp;quot;Known bugs&amp;quot; page. I'll go remove it from that then, as it seems this is false.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Garanis|Garanis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== No trade ==&lt;br /&gt;
&lt;br /&gt;
Some of the civilizations in my embark screen have a &amp;quot;no trade&amp;quot; tag. What does it mean? --[[Special:Contributions/151.49.233.194|151.49.233.194]] 13:50, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* they won't send any caravan --[[Special:Contributions/94.217.127.76|94.217.127.76]] 14:01, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==make up your mind..==&lt;br /&gt;
* &amp;quot;'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, '''''an anvil is unnecessary''''' and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs&amp;quot;&lt;br /&gt;
* &amp;quot;'''Yes, I Do Need That''' - '''''never leave without an anvil''''', since nothing guarantees the first caravan will even have one for sale. &lt;br /&gt;
which one is it...? do, or don't?--[[User:DJ Devil|DJ Devil]] 14:00, 20 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Doesn't matter, as they are different strategies.  For me, an anvil is not a necessity. I've embarked plenty (mostly due to bugs!) and it seems like the items the first caravan brings are always the same, and include a steel and iron anvil.  The first traders in 40d seemed to bring a lot more random stuff.  Anybody?--[[User:Kwieland|Kwieland]] 20:42, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've had several maps where no dwarven caravan EVER showed up (thus no anvil to buy)!  I don't know if this is intended or why it happens, but it does happen from time to time.[[User:FleshForge|FleshForge]] 20:51, 6 August 2010 (UTC)&lt;br /&gt;
:::I think the dwarven caravan not appearing is because your parent civilization died during worldgen. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Several days ago (playing 0.31.18) my first dwarven caravan didn't bring any anvil. It's not so unusual.--[[User:WwWraith|WwWraith]] 22:59, 17 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Size of embark squares==&lt;br /&gt;
Not sure if this is noted anywhere on the wiki, but I think it might be useful to know that a single square on embark equates to a 48 by 48 square in fortress mode.  Useful if you need to know a minimum size embark for that megaproject you're cooking up. [[User:Jjdorf|Jjdorf]] 22:33, 8 July 2010 (UTC)&lt;br /&gt;
: So the minimum embark of 2x2 is sized 96x96. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Bone carving is next to worthless&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I'm curious why Proteus feels bone carving is &amp;quot;next to worthless&amp;quot;.  Did he simply mean worthless as an embark skill, given that you'll quickly level it up?  Or does he not churn out thousands upon thousands of dwarfbucks worth of bone/horn crafts to trade to the elves, and hundreds of bone bolts for hunters/military, like I do? --[[User:Greycat|Greycat]] 12:55, 3 August 2010 (UTC)&lt;br /&gt;
: Wood, stone and metal are easier to come by than bones. Bone bolts are probably as bad as the wooden ones. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)&lt;br /&gt;
:: I wouldn't say it's harder to get bone, a single hunter killing large critters produces way more bone than even 2-3 crafters can use up.--[[User:FleshForge|FleshForge]] 20:29, 6 August 2010 (UTC)&lt;br /&gt;
:::Bone carvers are tremendous. When carvers are ordered to make bones, they make five for each bone in the stack, one job at a time. A single draltha can yield hundreds of training bolts! Anyone who thinks bone carving is next to worthless is missing out. Bone bolts are fully capable of killing goblins, too. [[User:JohnnyMadhouse|JohnnyMadhouse]] 21:20, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embark with trolls ==&lt;br /&gt;
&lt;br /&gt;
After downloading the most recent version of DF (0.31.12) I generated a new world and embarked on a site found with the tool.&lt;br /&gt;
While i was examining my &amp;quot;dwarves&amp;quot;, preparing for the embark, i noticed in the description that they were &amp;quot;huge humanoid monster with coarse fur, large tusks and horns&amp;quot;...&lt;br /&gt;
Confused, I confirmed the embark nonetheless, but after striking the earth my &amp;quot;dwarves&amp;quot; were represented by the letter T, their description was the one usually given to trolls, and it seems like I could butcher them...&lt;br /&gt;
It seems like i embarked with seven trolls instead of Dwarves! I assume it is a bug, right? --[[Special:Contributions/151.49.255.40|151.49.255.40]] 13:20, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor user ==&lt;br /&gt;
Is there any advantage in leveling armor user before embarking? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.10.249.49|91.10.249.49]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The dwarf in question can use armor (as in, &amp;quot;not shields&amp;quot;) better.  Since you'd have to buy a bunch of armor to protect said dwarf... I think Shield User and Dodger are both better skills - the one requires only a shield, while the other needs no gear. Or you could go for more offense and add Fighter skill to your chosen melee weapon skill. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Roc&amp;diff=136427</id>
		<title>v0.31:Roc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Roc&amp;diff=136427"/>
		<updated>2011-02-17T21:37:06Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Domestication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:18, 17 February 2011 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Roc&lt;br /&gt;
|symbol=R&lt;br /&gt;
|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* Mountain&lt;br /&gt;
|valm=15&lt;br /&gt;
|wiki=Roc (mythology)&lt;br /&gt;
}}{{av}}&lt;br /&gt;
:''A bird of prey so large and ferocious it dwarfs many dragons. All beneath its mighty wings should fear the sky.''&lt;br /&gt;
&lt;br /&gt;
'''Rocs''' are gigantic flying [[:Category:Megabeasts|Megabeasts]]. Though they are significantly smaller than dragons, they grow to their adult size in only 20 years.&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Rocs can be captured in cage traps and made as pets if you're lucky enough to catch one.  You need a {{L|dungeon master}} to tame a Roc, but if you can do it, you'll have a massively valuable pet. Rocs can also be trained as war or hunting animals at the {{L|kennel}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Losing&amp;diff=136423</id>
		<title>v0.31 Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Losing&amp;diff=136423"/>
		<updated>2011-02-17T21:11:35Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Verify Use of Fortifications as Creature Barriers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I moved some data from the 40d page, please update and move any data once the required linked pages are made. --[[user:Tarran|Tarran]]&lt;br /&gt;
&lt;br /&gt;
Altered the &amp;quot;flooding&amp;quot; section to account for the lack of stationing and the new &amp;quot;burrow&amp;quot; system. [[User:Crash2455|Crash2455]] 00:16, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are carps still deadly? I've heard they were nerfed. [[Special:Contributions/201.19.99.84|201.19.99.84]] 03:29, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Diggor Mortis + Flooding ==&lt;br /&gt;
&lt;br /&gt;
After a particularly silly event involving a river, a berserk dwarf, a floodgate and several flights of stairs I ended up with a dead miner and an entirely flooded stockpile - unfortunately, this meant my reserve picks were now useless, awarding me a double fate of both Diggor Mortis and Flooding. :( --[[User:DrMelon|DrMelon]] 14:30, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verify Use of Fortifications as Creature Barriers ==&lt;br /&gt;
&lt;br /&gt;
I believe that, to my mind, I've proven that fortifications will stop magma creatures as of 31.19.  Done using a customized portion of the arena.&lt;br /&gt;
&lt;br /&gt;
:''' Level 0 '''&lt;br /&gt;
   WWCWW    W=Wall   F=Fortification&lt;br /&gt;
   WWFWW    C=Magma-safe creature of your choice&lt;br /&gt;
   WW.WW    .=Floor&lt;br /&gt;
   WWUWW    U=Up Ramp   &lt;br /&gt;
            &lt;br /&gt;
:''' Level 1'''&lt;br /&gt;
   .....  B=Bait, I recommend a Fluffy Wambler&lt;br /&gt;
   ..B..  D=Down Ramp&lt;br /&gt;
   .....&lt;br /&gt;
   ..D..&lt;br /&gt;
: I then spawned two creatures on opposing teams, one a fire-dwelling creature and the other a land creature.  The fire creature will not go through &lt;br /&gt;
&lt;br /&gt;
the fortification at all.  The setup is such that there is no way for it to go above or around the fortification, it must travel directly through it.  I used an elf and a Fire Man and a fluffy wambler and a Fire Imp in two different tests with the same results.  I then repeated the two combinations with differing magma heights with the same results.  It should be noted however that due to the fact that it's not possible to spawn &amp;quot;small creatures&amp;quot; in arena mode, this test certainly doesn't rule out the possibility that the magma critters with the small creature or vermin tags could breach your fortification, but at least the big are effectively exclude.&lt;br /&gt;
: This  would seem particularly damning to the usage of grates to keep out magma creatures, as most of the large ones are also building destroyers that &lt;br /&gt;
&lt;br /&gt;
are capable of destroying hatches, grates, and bars with impunity.&lt;br /&gt;
: Also interesting is that I believe I've proven that the opposite is true for water creatures.  Alligators, Amphibian Men, and Giant Toads all walked &lt;br /&gt;
&lt;br /&gt;
right through the fortification, also regardless of water level. [[Special:Contributions/205.133.109.138|205.133.109.138]] 02:34, 17 February 2011 (UTC)Stupergenius&lt;br /&gt;
&lt;br /&gt;
:I think that actually the cause of such things is flow, that pushes creatures through fortifications. And magma has slightly other flow system than water. I saw my dwarf (and probably some non-living stuff, can't remember now) falling into river, then going through fortifications and grates on the recently mined irrigating channel to my farms. It seemed that he was moving with flow. --[[User:WwWraith|WwWraith]] 21:11, 17 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=136044</id>
		<title>v0.31:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stupid_dwarf_trick&amp;diff=136044"/>
		<updated>2011-02-14T21:40:18Z</updated>

		<summary type="html">&lt;p&gt;WwWraith: /* Underwater Statue room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:08, 22 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount time and effort - often for little or no practical benefit.  They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in {{L|adventure mode}}. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. A {{L|chasm}}, underground {{L|river}}, or {{L|hidden fun stuff}} can ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Zero.  They will sleep through '''anything'''.&lt;br /&gt;
&lt;br /&gt;
==Alphabet Cages==&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. (easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be {{L|Fun}}.  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheel.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a {{L|pump}} stack, preferably powered by a {{L|windmill}} or {{L|water wheel}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love {{L|waterfall}}s. Putting a waterfall in your {{L|meeting hall}} will give your dwarves good {{L|thought}}s, although it can significantly lower frame rate&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter {{L|climate}} so it does not freeze.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarf Bonus: Use {{L|magma}}. It does not freeze, even in a freezing climate!&lt;br /&gt;
&lt;br /&gt;
=={{L|Ballista}} Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Break the Dam==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
'''Downside:''' Before you had goblins at the gates.  Now you have goblins on the roof.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See {{L|dam}}, or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarf Bonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
=={{l|Danger room|Danger Room}}==&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High.  Trains combat skills very quickly, assuming you don't kill anyone.&lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarf Bonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low &amp;lt;s&amp;gt;but annoying&amp;lt;/s&amp;gt;, burrows make this a snap now. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth.&lt;br /&gt;
&lt;br /&gt;
==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus: Train all dogs inside as war dogs when they mature.  &lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus:  Make it a Bear Trap. &lt;br /&gt;
*MegaDwarfBonus: Combine with a drowning chamber and carp trap.&lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Edit the raw and do both!&lt;br /&gt;
&lt;br /&gt;
=={{L|Computing|Dwarfputer}} Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible {{L|megaprojects}} dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a {{L|noble}}, complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your 5-star service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Disco Ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., {{L|ruby|rubies}}, {{L|sapphire}}s, and {{L|emerald}}s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating {{L|alunite}} and {{L|obsidian}} tiles to make a 'dance floor'.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
&lt;br /&gt;
*Megadwarf Bonus: Caged &amp;quot;Dancers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many {{L|nether-cap}}s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None except pretty colored barrels&lt;br /&gt;
&lt;br /&gt;
==Emergency Destruct Stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic {{L|Carp}}.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow {{L|Activity_zone#Pit/Pond|pit}} and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.  (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|h}} to hide the cage and its contents, then going to {{k|z}}-Stocks-Weapons, finding the '''H'''idden weapon and marking it for '''D'''umping (and unforbidding it), then using {{k|d}}-{{k|b}}-{{k|H}} to un-hide everything.)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or {{l|Fun}} if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A {{L|farming|greenhouse}} is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Much higher in DF2010, since this is the only way to farm without mud. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, {{L|sun berry|sun berries}} can be brewed into valuable {{L|Sunshine}}, and {{L|whip vine}}s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
&lt;br /&gt;
==Hammer of {{L|Armok}}==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting, or any other single-tile collapse mechanism. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles length from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Fill it with booze and add a detonator.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more {{L|fun}}, make one out of some exotic material, like {{L|glass}}, {{L|ice}}, {{L|gold}}, or {{L|soap}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;I dinna say we wurren't crazy!&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by [http://www.irregularwebcomic.net/1455.html Irregular Webcomic].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.&lt;br /&gt;
&lt;br /&gt;
==It's A TRAP!==&lt;br /&gt;
It seems that {{L|traps}} are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Sieges will be instantaneous, and if you use cage traps, your {{L|arena}} will never want for combatants, including all those pesky wild animals you no longer need to hunt for.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.  &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the {{L|Nobles |Best and Brightest}} for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Design it so that it can return OR send all of your nobility on the voyage.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. {{L|Trap}}s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in {{L|adventure mode}}.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain {{L|cave}}s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need {{L|metal}} (or {{L|glass}}) {{L|screw pump}}s to make it work, {{L|magma-safe}} floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is Fun.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus:Put the coffin at least 20 floors down.&lt;br /&gt;
*Megabonus:Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the {{L|screw pump|pumps}} to use {{L|magma-safe}} pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those {{L|iron}} or {{L|steel}} pumps and {{L|bauxite}} {{L|floodgate}}s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but also {{L|Fun}}. &lt;br /&gt;
&lt;br /&gt;
==Mass Cage Recycling System==&lt;br /&gt;
Dig out a room and another room of the same size above that. In the upper room channel out at least 6 openings into the lower room which are spaced exactly 2 tiles away from each other. Build floor hatches and place them over all of the openings. Place one big animal stockpile over the room such that every tile in the stockpile is adjacent (orthogonally and diagonally) to one of the hatches. Disable empty cages on the stockpile. Create '''one''' large pit zone that covers all of the openings such that all of them are part of the same pit. Disable all other animal stockpiles except for one empty-cage-only stockpile somewhere.&lt;br /&gt;
&lt;br /&gt;
Close the lower room off, fill it with traps, your military, turn it into a flood chamber, an arena, a 50 z-level pit, put a live dragon in it, or whatever sadistic sort of thing you want. Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below and with all cages directly adjacent to pits creatures can be dumped in instantly without having to be lead around preventing most types of creatures from escaping. A mass of dwarves will pile into the room, pit the creatures at the about same time, and haul the empty cages off.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an {{L|Aquifer}}, although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
=={{L|Obsidian}} factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than {{L|flux}} and 3 times as valuable as ordinary stone, making it ideal for your {{L|mason}}s and {{L|stone crafter}}s. Done properly, it can also serve as a magma chamber ''and'' a drowning chamber.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version .40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' None, just looks nice.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Spike a goblin on every trap!&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single {{L|support}}. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
=={{L|Swimming}} pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain {{L|swimming}} skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Town Destroyer==&lt;br /&gt;
Start your fortress in an area with an existing settlement{{verify}}. Create a channel all the way around it, then dig out everything on the Z-level below and watch it obliterate itself (and probably your frame rate).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to medium. It's not hard, just very time-consuming.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very low. Unless of course this is a goblin settlement and you want to get rid of them/want revenge for a previous fortress.&lt;br /&gt;
&lt;br /&gt;
==Underground Forest==&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf.&lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her. &lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
&amp;lt;li&amp;gt;N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents {{L|cave adaptation}}. It's like the greenhouse, only instead of a farm, it's a {{L|meeting hall}} or {{L|barracks}}. Since you can't build {{L|table}}s or {{L|bed}}s outside, build the room and {{L|channel}} down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very {{L|Fun}} once {{L|goblin}} archers become involved.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus:Utilize trained fish.&lt;br /&gt;
&lt;br /&gt;
==Wildlife Overpass==&lt;br /&gt;
A bridge from one side of the river to the other so that the endless hordes of camels aren't battering at your doors trying to reach the other side via the underworld instead.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Extremely Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
*Bonus:  Trap it to provide a regular supply of meat, bone, and goblinite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>WwWraith</name></author>
	</entry>
</feed>