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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xonara</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=Xonara"/>
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	<updated>2026-04-16T11:30:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Igneous_intrusive&amp;diff=47141</id>
		<title>Igneous intrusive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Igneous_intrusive&amp;diff=47141"/>
		<updated>2009-01-28T05:35:58Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Redirecting to Igneous intrusive layer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Igneous_intrusive_layer]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=33422</id>
		<title>40d Talk:How do I construct a wall from a particular direction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=33422"/>
		<updated>2009-01-28T02:09:19Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Problems with hermit games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This doesnt work. They ignore the restricted designation. --[[User:Heliopios|Heliopios]] 00:43, 25 December 2007 (EST)&lt;br /&gt;
:I just tested this.  It does work, for me at least.  Prevents my retarded dorfs from walling themselves in with the lovely magma flow that's coming in at a good speed.  --[[User:Corbine|Corbine]] 05:34, 25 December 2007 (EST)&lt;br /&gt;
::They rewall from the east when the west side is fully accessible and pathable but is 'restricted' via traffic designations? I have some doubts. It is definitely worth testing with lone pillars in the field.--[[User:Another|Another]] 07:25, 25 December 2007 (EST)&lt;br /&gt;
:::Perfectly worked for me. Now I can wall my open chambers instead of placing a door in the open space. It is worth nothing though that I successfuly tested it in mostly closed space. I think the point of this method is to have a wall with only one piece missing, then restricting one side of the wall should lead the masson to &amp;quot;prefer&amp;quot; the side of the wall which is not restricted to build the last wall piece. --[[User:Eagle of Fire|Eagle of Fire]] 19:34, 27 December 2007 (EST)&lt;br /&gt;
== More research needed ==&lt;br /&gt;
&lt;br /&gt;
This has definitely worked for me before, but it's not 100%.  I just tested it out in the open, and the dwarf totally ignored my designation.  I'll keep testing.&lt;br /&gt;
&lt;br /&gt;
1. What about placing a construction on the undesired tile, then suspending it? Does that work? --[[User:Jackard|Jackard]] 13:43, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
2. There's always the babysitter method: watch the dwarf build, if he ends up on the wrong side quickly suspend construction so he leaves, then turn it back on. --[[User:Jackard|Jackard]] 13:43, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Perhaps setting every square but the desired one would help.  We don't know how prioritized the default behavior is.  When I try to stop blood from spreading (in previous versions) I would designate that square and a bunch in the area too, because I found they would still go through the square. --Gotthard 18:45, 27 December 2007 (EST)&lt;br /&gt;
::If I understand well what Toady explained in a thread on the forums, all what restricting does is that if the pathing of a dwarf goes thru a restrited tile, the pathing algorith will (try to) recalculate a better route X amount of time. You can see (and change) it in the init file:&lt;br /&gt;
&lt;br /&gt;
:''Change these numbers to set the default weights for traffic designations.  If you make the last'' ''numbers too large, pathfinding might lag.''&lt;br /&gt;
:''The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
:''[PATH_COST:1:2:5:25]''&lt;br /&gt;
&lt;br /&gt;
::This mean that when you restrict a square, if the pathing algorithm happen to plot a way into it, it will recalculate up to 25 times (by default) to try to find a better route. If it fails, it will keep the same route and the dwarf will walk thru the restricted space.&lt;br /&gt;
&lt;br /&gt;
::I think people mix up the terms &amp;quot;restricted&amp;quot; and &amp;quot;forbiden&amp;quot;, when in fact it's in no way coded to act like a barrier for dwarves but more as a way to &amp;quot;nudge&amp;quot; dwarves gently in better area(s). --[[User:Eagle of Fire|Eagle of Fire]] 19:42, 27 December 2007 (EST)&lt;br /&gt;
:::Yup. Personally, I thought the pathfinding cost made that a little obvious. --[[User:Jackard|Jackard]] 22:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Clarification: &amp;quot;recalculate&amp;quot; is not a proper word here. Path is always calculated only once and all &amp;lt;restricted&amp;gt; do is making the dwarves think that the length of the path to their destination across a restricted tile is by 11.5 &amp;lt;normal&amp;gt; or 24 &amp;lt;high&amp;gt; tiles longer that it would be without &amp;lt;restricted&amp;gt; designation. Personally I try to avoid &amp;lt;restricted&amp;gt; as it does not completely prevent dwarves from anything and designate &amp;lt;high&amp;gt; in my main halls/roads fooling my dwarves into believe that the path along those is 2 times shorter then alternatives across my stockpiles/workshops/sleeping blocks. Designating large areas as &amp;lt;restricted&amp;gt; can supposedly cause some FPS drop due to constant calculating of very long routes.--[[User:Another|Another]] 05:45, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Problems with hermit games ==&lt;br /&gt;
&lt;br /&gt;
I think it's worth noting that for some reason none of these methods work when you only have one dwarf. Does anyone know some alternative ways? --[[User:Xonara|Xonara]] 23:14, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Admittedly, I haven't tried a hermit game, but i see no reason why designating a wall and suspending it shouldn't cause the dwarf to still prefer other squares.  It certainly does in regular fortresses.--[[User:Squirrelloid|Squirrelloid]] 01:08, 27 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've found a way to get around this but it's kind of a pain. Just use tile edit and check the &amp;quot;has liquid&amp;quot; box in Tweak and your dorf won't build from there. --[[User:Xonara|Xonara]] 21:09, 27 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=33420</id>
		<title>40d Talk:How do I construct a wall from a particular direction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=33420"/>
		<updated>2009-01-27T04:14:43Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Problems with hermit games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This doesnt work. They ignore the restricted designation. --[[User:Heliopios|Heliopios]] 00:43, 25 December 2007 (EST)&lt;br /&gt;
:I just tested this.  It does work, for me at least.  Prevents my retarded dorfs from walling themselves in with the lovely magma flow that's coming in at a good speed.  --[[User:Corbine|Corbine]] 05:34, 25 December 2007 (EST)&lt;br /&gt;
::They rewall from the east when the west side is fully accessible and pathable but is 'restricted' via traffic designations? I have some doubts. It is definitely worth testing with lone pillars in the field.--[[User:Another|Another]] 07:25, 25 December 2007 (EST)&lt;br /&gt;
:::Perfectly worked for me. Now I can wall my open chambers instead of placing a door in the open space. It is worth nothing though that I successfuly tested it in mostly closed space. I think the point of this method is to have a wall with only one piece missing, then restricting one side of the wall should lead the masson to &amp;quot;prefer&amp;quot; the side of the wall which is not restricted to build the last wall piece. --[[User:Eagle of Fire|Eagle of Fire]] 19:34, 27 December 2007 (EST)&lt;br /&gt;
== More research needed ==&lt;br /&gt;
&lt;br /&gt;
This has definitely worked for me before, but it's not 100%.  I just tested it out in the open, and the dwarf totally ignored my designation.  I'll keep testing.&lt;br /&gt;
&lt;br /&gt;
1. What about placing a construction on the undesired tile, then suspending it? Does that work? --[[User:Jackard|Jackard]] 13:43, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
2. There's always the babysitter method: watch the dwarf build, if he ends up on the wrong side quickly suspend construction so he leaves, then turn it back on. --[[User:Jackard|Jackard]] 13:43, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Perhaps setting every square but the desired one would help.  We don't know how prioritized the default behavior is.  When I try to stop blood from spreading (in previous versions) I would designate that square and a bunch in the area too, because I found they would still go through the square. --Gotthard 18:45, 27 December 2007 (EST)&lt;br /&gt;
::If I understand well what Toady explained in a thread on the forums, all what restricting does is that if the pathing of a dwarf goes thru a restrited tile, the pathing algorith will (try to) recalculate a better route X amount of time. You can see (and change) it in the init file:&lt;br /&gt;
&lt;br /&gt;
:''Change these numbers to set the default weights for traffic designations.  If you make the last'' ''numbers too large, pathfinding might lag.''&lt;br /&gt;
:''The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
:''[PATH_COST:1:2:5:25]''&lt;br /&gt;
&lt;br /&gt;
::This mean that when you restrict a square, if the pathing algorithm happen to plot a way into it, it will recalculate up to 25 times (by default) to try to find a better route. If it fails, it will keep the same route and the dwarf will walk thru the restricted space.&lt;br /&gt;
&lt;br /&gt;
::I think people mix up the terms &amp;quot;restricted&amp;quot; and &amp;quot;forbiden&amp;quot;, when in fact it's in no way coded to act like a barrier for dwarves but more as a way to &amp;quot;nudge&amp;quot; dwarves gently in better area(s). --[[User:Eagle of Fire|Eagle of Fire]] 19:42, 27 December 2007 (EST)&lt;br /&gt;
:::Yup. Personally, I thought the pathfinding cost made that a little obvious. --[[User:Jackard|Jackard]] 22:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Clarification: &amp;quot;recalculate&amp;quot; is not a proper word here. Path is always calculated only once and all &amp;lt;restricted&amp;gt; do is making the dwarves think that the length of the path to their destination across a restricted tile is by 11.5 &amp;lt;normal&amp;gt; or 24 &amp;lt;high&amp;gt; tiles longer that it would be without &amp;lt;restricted&amp;gt; designation. Personally I try to avoid &amp;lt;restricted&amp;gt; as it does not completely prevent dwarves from anything and designate &amp;lt;high&amp;gt; in my main halls/roads fooling my dwarves into believe that the path along those is 2 times shorter then alternatives across my stockpiles/workshops/sleeping blocks. Designating large areas as &amp;lt;restricted&amp;gt; can supposedly cause some FPS drop due to constant calculating of very long routes.--[[User:Another|Another]] 05:45, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Problems with hermit games ==&lt;br /&gt;
&lt;br /&gt;
I think it's worth noting that for some reason none of these methods work when you only have one dwarf. Does anyone know some alternative ways? --[[User:Xonara|Xonara]] 23:14, 26 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24013</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24013"/>
		<updated>2009-01-26T12:47:21Z</updated>

		<summary type="html">&lt;p&gt;Xonara: added sig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Could you be more specific?  [[User:Gairabad|Gairabad]] 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;br /&gt;
:I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:16, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skill modifiers ==&lt;br /&gt;
&lt;br /&gt;
In the old versions, each &amp;quot;modifier&amp;quot; would reduce a creature's skills by 1 or 2, not by a fixed multiplier.  Has this changed?--[[User:Maximus|Maximus]] 15:10, 7 January 2008 (EST)&lt;br /&gt;
: AFAIK this is what is used at least for:&lt;br /&gt;
* the wrestler skill&lt;br /&gt;
* the armor user skill&lt;br /&gt;
* the shield user skill&lt;br /&gt;
&lt;br /&gt;
I have still some work to do to make sure of this, some warnings could of used here! [[User:Bartavelle|Bartavelle]] 15:28, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In my testing of [[encumbrance]] months ago, I found that each of the &amp;quot;impairment&amp;quot; states reduced the Armor User and Ambusher skills by exactly one (or two, for the more severe states).  I based that on what the displayed effect on [[speed]] was when burdened and/or sneaking in Adventurer mode.  The armor user skill reduces armor weight by skill/16, and and Ambusher reduces the &amp;quot;sneaking&amp;quot; penalty by skill/20.  This is detailed over on the [[speed]] page.  Was I incorrect, or has it changed?--[[User:Maximus|Maximus]] 20:06, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is right, and depends of the context. For example, when calculating what happens when you run into somebody, the game uses wrestler skill (modified like i described) + 2*strength + some unknown data (probably size?). For crafting it uses the function I described before, and add bonuses if that person &amp;quot;likes&amp;quot; the objet he is making. [[User:Bartavelle|Bartavelle]] 04:08, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Corners ==&lt;br /&gt;
&lt;br /&gt;
What is the significance of a blind corner?  Are 90 degree turns still valuable if my passageway is 3 tiles wide? [[User:Gairabad|Gairabad]] 15:38, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe they're only of use against creatures with ranged attacks (bowmen, dragon breath, etc.).  If you are using crossbowdwarves or siege operators, then you want long, straight passageways through which you corral the enemy.  You can also use twisty passageways built from [[fortification]]s, which forces enemies to run through a hail of bolts before they can reach you.&lt;br /&gt;
&lt;br /&gt;
:Blind corners in [[adventurer mode]] are a mixed blessing.  You're best off [[ambusher|sneaking]] around whenever in a cave or fortress, so that you can get right up on top of an enemy before it can attack you.--[[User:Maximus|Maximus]] 17:31, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendly Fire in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Is friendly fire something I need to be concerned about in Fortress Mode?  [[User:Gairabad|Gairabad]] 16:03, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only with siege engines, apparently.  I've never seen friendly fire injuries from crossbows or melee.--[[User:Maximus|Maximus]] 17:33, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nausea ==&lt;br /&gt;
&lt;br /&gt;
Hi. Currently the article says that pain can cause nausea, but the only time I've seen it is when damage is done to the lower body. --[[User:Xonara|Xonara]] 04:24, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blood suckers ==&lt;br /&gt;
&lt;br /&gt;
I think bloodsuckers just replenish their blood supply when they suck blood. I haven't actually seen this but I think it'd be easy enough to strangle a lamprey until it's pale and let it suck your blood. I might test it. --[[User:Xonara|Xonara]] 04:27, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Once I broke a creatures neck and I think this paralyzed it because all it could do was &amp;quot;push&amp;quot; me. Pretty sure I've read somewhere else that spine damage can do this too. --[[User:Xonara|Xonara]] 07:47, 26 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24012</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24012"/>
		<updated>2009-01-26T12:43:16Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Paralysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Could you be more specific?  [[User:Gairabad|Gairabad]] 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;br /&gt;
:I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:16, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skill modifiers ==&lt;br /&gt;
&lt;br /&gt;
In the old versions, each &amp;quot;modifier&amp;quot; would reduce a creature's skills by 1 or 2, not by a fixed multiplier.  Has this changed?--[[User:Maximus|Maximus]] 15:10, 7 January 2008 (EST)&lt;br /&gt;
: AFAIK this is what is used at least for:&lt;br /&gt;
* the wrestler skill&lt;br /&gt;
* the armor user skill&lt;br /&gt;
* the shield user skill&lt;br /&gt;
&lt;br /&gt;
I have still some work to do to make sure of this, some warnings could of used here! [[User:Bartavelle|Bartavelle]] 15:28, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In my testing of [[encumbrance]] months ago, I found that each of the &amp;quot;impairment&amp;quot; states reduced the Armor User and Ambusher skills by exactly one (or two, for the more severe states).  I based that on what the displayed effect on [[speed]] was when burdened and/or sneaking in Adventurer mode.  The armor user skill reduces armor weight by skill/16, and and Ambusher reduces the &amp;quot;sneaking&amp;quot; penalty by skill/20.  This is detailed over on the [[speed]] page.  Was I incorrect, or has it changed?--[[User:Maximus|Maximus]] 20:06, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is right, and depends of the context. For example, when calculating what happens when you run into somebody, the game uses wrestler skill (modified like i described) + 2*strength + some unknown data (probably size?). For crafting it uses the function I described before, and add bonuses if that person &amp;quot;likes&amp;quot; the objet he is making. [[User:Bartavelle|Bartavelle]] 04:08, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Corners ==&lt;br /&gt;
&lt;br /&gt;
What is the significance of a blind corner?  Are 90 degree turns still valuable if my passageway is 3 tiles wide? [[User:Gairabad|Gairabad]] 15:38, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe they're only of use against creatures with ranged attacks (bowmen, dragon breath, etc.).  If you are using crossbowdwarves or siege operators, then you want long, straight passageways through which you corral the enemy.  You can also use twisty passageways built from [[fortification]]s, which forces enemies to run through a hail of bolts before they can reach you.&lt;br /&gt;
&lt;br /&gt;
:Blind corners in [[adventurer mode]] are a mixed blessing.  You're best off [[ambusher|sneaking]] around whenever in a cave or fortress, so that you can get right up on top of an enemy before it can attack you.--[[User:Maximus|Maximus]] 17:31, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendly Fire in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Is friendly fire something I need to be concerned about in Fortress Mode?  [[User:Gairabad|Gairabad]] 16:03, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only with siege engines, apparently.  I've never seen friendly fire injuries from crossbows or melee.--[[User:Maximus|Maximus]] 17:33, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nausea ==&lt;br /&gt;
&lt;br /&gt;
Hi. Currently the article says that pain can cause nausea, but the only time I've seen it is when damage is done to the lower body. --[[User:Xonara|Xonara]] 04:24, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blood suckers ==&lt;br /&gt;
&lt;br /&gt;
I think bloodsuckers just replenish their blood supply when they suck blood. I haven't actually seen this but I think it'd be easy enough to strangle a lamprey until it's pale and let it suck your blood. I might test it. --[[User:Xonara|Xonara]] 04:27, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Once I broke a creatures neck and I think this paralyzed it because all it could do was &amp;quot;push&amp;quot; me. Pretty sure I've read somewhere else that spine damage can do this too.&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24011</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24011"/>
		<updated>2009-01-26T09:27:33Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Blood suckers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Could you be more specific?  [[User:Gairabad|Gairabad]] 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;br /&gt;
:I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:16, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skill modifiers ==&lt;br /&gt;
&lt;br /&gt;
In the old versions, each &amp;quot;modifier&amp;quot; would reduce a creature's skills by 1 or 2, not by a fixed multiplier.  Has this changed?--[[User:Maximus|Maximus]] 15:10, 7 January 2008 (EST)&lt;br /&gt;
: AFAIK this is what is used at least for:&lt;br /&gt;
* the wrestler skill&lt;br /&gt;
* the armor user skill&lt;br /&gt;
* the shield user skill&lt;br /&gt;
&lt;br /&gt;
I have still some work to do to make sure of this, some warnings could of used here! [[User:Bartavelle|Bartavelle]] 15:28, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In my testing of [[encumbrance]] months ago, I found that each of the &amp;quot;impairment&amp;quot; states reduced the Armor User and Ambusher skills by exactly one (or two, for the more severe states).  I based that on what the displayed effect on [[speed]] was when burdened and/or sneaking in Adventurer mode.  The armor user skill reduces armor weight by skill/16, and and Ambusher reduces the &amp;quot;sneaking&amp;quot; penalty by skill/20.  This is detailed over on the [[speed]] page.  Was I incorrect, or has it changed?--[[User:Maximus|Maximus]] 20:06, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is right, and depends of the context. For example, when calculating what happens when you run into somebody, the game uses wrestler skill (modified like i described) + 2*strength + some unknown data (probably size?). For crafting it uses the function I described before, and add bonuses if that person &amp;quot;likes&amp;quot; the objet he is making. [[User:Bartavelle|Bartavelle]] 04:08, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Corners ==&lt;br /&gt;
&lt;br /&gt;
What is the significance of a blind corner?  Are 90 degree turns still valuable if my passageway is 3 tiles wide? [[User:Gairabad|Gairabad]] 15:38, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe they're only of use against creatures with ranged attacks (bowmen, dragon breath, etc.).  If you are using crossbowdwarves or siege operators, then you want long, straight passageways through which you corral the enemy.  You can also use twisty passageways built from [[fortification]]s, which forces enemies to run through a hail of bolts before they can reach you.&lt;br /&gt;
&lt;br /&gt;
:Blind corners in [[adventurer mode]] are a mixed blessing.  You're best off [[ambusher|sneaking]] around whenever in a cave or fortress, so that you can get right up on top of an enemy before it can attack you.--[[User:Maximus|Maximus]] 17:31, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendly Fire in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Is friendly fire something I need to be concerned about in Fortress Mode?  [[User:Gairabad|Gairabad]] 16:03, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only with siege engines, apparently.  I've never seen friendly fire injuries from crossbows or melee.--[[User:Maximus|Maximus]] 17:33, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nausea ==&lt;br /&gt;
&lt;br /&gt;
Hi. Currently the article says that pain can cause nausea, but the only time I've seen it is when damage is done to the lower body. --[[User:Xonara|Xonara]] 04:24, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blood suckers ==&lt;br /&gt;
&lt;br /&gt;
I think bloodsuckers just replenish their blood supply when they suck blood. I haven't actually seen this but I think it'd be easy enough to strangle a lamprey until it's pale and let it suck your blood. I might test it. --[[User:Xonara|Xonara]] 04:27, 26 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24010</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=24010"/>
		<updated>2009-01-26T09:24:04Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Nausea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Could you be more specific?  [[User:Gairabad|Gairabad]] 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;br /&gt;
:I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:16, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skill modifiers ==&lt;br /&gt;
&lt;br /&gt;
In the old versions, each &amp;quot;modifier&amp;quot; would reduce a creature's skills by 1 or 2, not by a fixed multiplier.  Has this changed?--[[User:Maximus|Maximus]] 15:10, 7 January 2008 (EST)&lt;br /&gt;
: AFAIK this is what is used at least for:&lt;br /&gt;
* the wrestler skill&lt;br /&gt;
* the armor user skill&lt;br /&gt;
* the shield user skill&lt;br /&gt;
&lt;br /&gt;
I have still some work to do to make sure of this, some warnings could of used here! [[User:Bartavelle|Bartavelle]] 15:28, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In my testing of [[encumbrance]] months ago, I found that each of the &amp;quot;impairment&amp;quot; states reduced the Armor User and Ambusher skills by exactly one (or two, for the more severe states).  I based that on what the displayed effect on [[speed]] was when burdened and/or sneaking in Adventurer mode.  The armor user skill reduces armor weight by skill/16, and and Ambusher reduces the &amp;quot;sneaking&amp;quot; penalty by skill/20.  This is detailed over on the [[speed]] page.  Was I incorrect, or has it changed?--[[User:Maximus|Maximus]] 20:06, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is right, and depends of the context. For example, when calculating what happens when you run into somebody, the game uses wrestler skill (modified like i described) + 2*strength + some unknown data (probably size?). For crafting it uses the function I described before, and add bonuses if that person &amp;quot;likes&amp;quot; the objet he is making. [[User:Bartavelle|Bartavelle]] 04:08, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind Corners ==&lt;br /&gt;
&lt;br /&gt;
What is the significance of a blind corner?  Are 90 degree turns still valuable if my passageway is 3 tiles wide? [[User:Gairabad|Gairabad]] 15:38, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe they're only of use against creatures with ranged attacks (bowmen, dragon breath, etc.).  If you are using crossbowdwarves or siege operators, then you want long, straight passageways through which you corral the enemy.  You can also use twisty passageways built from [[fortification]]s, which forces enemies to run through a hail of bolts before they can reach you.&lt;br /&gt;
&lt;br /&gt;
:Blind corners in [[adventurer mode]] are a mixed blessing.  You're best off [[ambusher|sneaking]] around whenever in a cave or fortress, so that you can get right up on top of an enemy before it can attack you.--[[User:Maximus|Maximus]] 17:31, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendly Fire in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Is friendly fire something I need to be concerned about in Fortress Mode?  [[User:Gairabad|Gairabad]] 16:03, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only with siege engines, apparently.  I've never seen friendly fire injuries from crossbows or melee.--[[User:Maximus|Maximus]] 17:33, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nausea ==&lt;br /&gt;
&lt;br /&gt;
Hi. Currently the article says that pain can cause nausea, but the only time I've seen it is when damage is done to the lower body. --[[User:Xonara|Xonara]] 04:24, 26 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3898</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3898"/>
		<updated>2009-01-25T09:32:44Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Cave-in vs. objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and re-add when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in, i.e if you make a C shape and then dig out the remaining wall the center will fall down. This will destroy any buildings underneath.[[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Avoiding ==&lt;br /&gt;
&lt;br /&gt;
I removed the 7x7 info until someone can verify that it's relevant in the new version. I'd also be interested to know when rockslides or shearing happens. --[[User:Turgid Bolk|Turgid Bolk]] 16:44, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that the 7x7 thing ISN'T valid as of 39e.  I've had a 10x20 room with two solid layers on top of it for years and it hasn't collapsed.  Only three walls, too. --[[User:CrazyEyes|CrazyEyes]] 11:00, 06 August 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins In and ice... ==&lt;br /&gt;
&lt;br /&gt;
Cave ins aren't supposed to damage the floor below? Is this still valid? I found an occasion where they do.&lt;br /&gt;
&lt;br /&gt;
As sometimes happens, one pond froze over on my map. I dug down under the ice, and removed the support from under an island in the centre of the pond. I also dug a room (crypt) under the pond.&lt;br /&gt;
&lt;br /&gt;
When the ice melted come spring, the 'ground' on the surface of the pond lasted a few seconds before realising it should collapse, and when it DID collapse it punched a hole into the room BELOW the pond. I know the hole was punched there becase next winter the ice froze down to the room below ONLY in the tils right below where the cave in occured, the rest staying distinctly wet.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins and Ramps ==&lt;br /&gt;
&lt;br /&gt;
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmed ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any item caught under falling natural terrain is encased in stone and must be dug out destroyed completely.&amp;quot;&lt;br /&gt;
I saw this has a &amp;quot;Verify&amp;quot; next to it. I have a video that confirmed it(started a hermit challenge). Here is the link -&amp;gt;http://mkv25.net/dfma/movie-1001#lastComment --[[User:0todd0|0todd0]] 01:04, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I honestly don't see how this verifies the statement. --[[User:N9103|Edward]] 00:31, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've verified that falling floor tiles will cause damage to whatever they hit but they don't destroy items. Falling walls will completely obliterate anything beneath them, with the exception of constructed walls which work like floor tiles. I've also noticed dust pushes items as well as units. Note that I'm using version 40d9. --[[User:Xonara|Xonara]] 00:54, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave-in vs. objects ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty damn sure I've destroyed a unit of fire imp fat using a dropped (and constructed, no less) floor tile. 40d, too. --[[User:GreyMario|GreyMaria]] 19:21, 24 January 2009 (EST)&lt;br /&gt;
:IIRC the movie above shows some bituminous coal surviving some falling floor. I tested it with some kind of yellow stone and a mechanism and it didn't seem to destroy anything, just pushed the stuff around. Are you sure it didn't get pushed off a cliff or into some magma or something? I don't know :/ --[[User:Xonara|Xonara]] 04:32, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33832</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33832"/>
		<updated>2009-01-25T05:47:27Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* The Underwater Nom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Washing ==&lt;br /&gt;
&lt;br /&gt;
Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
:Captain Mayday might know. I remember reading in Nist Akath that that Captain Ironblod attempted to bathe, but the blood and vomit all over him wouldn't come off. I'm pretty sure this means it doesn't work. Might ask him what version he was using. --[[User:Xonara|Xonara]] 23:33, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Underwater Nom ==&lt;br /&gt;
&lt;br /&gt;
Placing a military dwarf previously ordered to carry two rations and a waterskin in a flooding chamber to teach him to swim, I discovered that dwarves are quite content to eat and drink while swimming, causing the floor of the chamber to be littered with turtle bones and shells from his pack.  Is this the usual behavior, or was my dwarf just confused? --[[User:LucienSadi|LucienSadi]] 20:40, 11 December 2008 (EST)&lt;br /&gt;
:I seriously doubt Toady could have foreseen that kind of situation, and probably ignored it. Besides, as long as he's not drowning, I don't see any reason he shouldn't eat. I certainly wouldn't let myself starve just because I was in chest deep water :P  --[[User:Xonara|Xonara]] 00:47, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A couple observations ==&lt;br /&gt;
&lt;br /&gt;
Swimmers won't path through water even if they're a legendary swimmer. Though, perhaps they should, currently water completely restricts work in the area. Also, dwarves can swim between z-levels. Non-novice swimmers, at least. --[[User:Xonara|Xonara]] 00:40, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33831</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33831"/>
		<updated>2009-01-25T05:40:10Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* A couple observations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Washing ==&lt;br /&gt;
&lt;br /&gt;
Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
:Captain Mayday might know. I remember reading in Nist Akath that that Captain Ironblod attempted to bathe, but the blood and vomit all over him wouldn't come off. I'm pretty sure this means it doesn't work. Might ask him what version he was using. --[[User:Xonara|Xonara]] 23:33, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Underwater Nom ==&lt;br /&gt;
&lt;br /&gt;
Placing a military dwarf previously ordered to carry two rations and a waterskin in a flooding chamber to teach him to swim, I discovered that dwarves are quite content to eat and drink while swimming, causing the floor of the chamber to be littered with turtle bones and shells from his pack.  Is this the usual behavior, or was my dwarf just confused? --[[User:LucienSadi|LucienSadi]] 20:40, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== A couple observations ==&lt;br /&gt;
&lt;br /&gt;
Swimmers won't path through water even if they're a legendary swimmer. Though, perhaps they should, currently water completely restricts work in the area. Also, dwarves can swim between z-levels. Non-novice swimmers, at least. --[[User:Xonara|Xonara]] 00:40, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33830</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33830"/>
		<updated>2009-01-25T05:39:57Z</updated>

		<summary type="html">&lt;p&gt;Xonara: A couple observations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Washing ==&lt;br /&gt;
&lt;br /&gt;
Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
:Captain Mayday might know. I remember reading in Nist Akath that that Captain Ironblod attempted to bathe, but the blood and vomit all over him wouldn't come off. I'm pretty sure this means it doesn't work. Might ask him what version he was using. --[[User:Xonara|Xonara]] 23:33, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Underwater Nom ==&lt;br /&gt;
&lt;br /&gt;
Placing a military dwarf previously ordered to carry two rations and a waterskin in a flooding chamber to teach him to swim, I discovered that dwarves are quite content to eat and drink while swimming, causing the floor of the chamber to be littered with turtle bones and shells from his pack.  Is this the usual behavior, or was my dwarf just confused? --[[User:LucienSadi|LucienSadi]] 20:40, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== A couple observations ==&lt;br /&gt;
&lt;br /&gt;
Swimmers won't path through water even if they're a legendary swimmer. Though, perhaps they should, currently water completely restricts work in the area. Also, dwarves can swim between z-levels. Non-novice swimmers, at least.&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33829</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33829"/>
		<updated>2009-01-25T04:33:19Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Dwarf Washing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Washing ==&lt;br /&gt;
&lt;br /&gt;
Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
:Captain Mayday might know. I remember reading in Nist Akath that that Captain Ironblod attempted to bathe, but the blood and vomit all over him wouldn't come off. I'm pretty sure this means it doesn't work. Might ask him what version he was using. --[[User:Xonara|Xonara]] 23:33, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Underwater Nom ==&lt;br /&gt;
&lt;br /&gt;
Placing a military dwarf previously ordered to carry two rations and a waterskin in a flooding chamber to teach him to swim, I discovered that dwarves are quite content to eat and drink while swimming, causing the floor of the chamber to be littered with turtle bones and shells from his pack.  Is this the usual behavior, or was my dwarf just confused? --[[User:LucienSadi|LucienSadi]] 20:40, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Xonara&amp;diff=47095</id>
		<title>User talk:Xonara</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Xonara&amp;diff=47095"/>
		<updated>2009-01-25T03:12:50Z</updated>

		<summary type="html">&lt;p&gt;Xonara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I saw some of your recent edits, and I'm glad we have someone checking facts in the wiki. Efforts of people like you are what keep the wiki valuable. [[User:VengefulDonut|VengefulDonut]] 20:06, 24 January 2009 (EST)&lt;br /&gt;
:Thanks! I don't usually make any big contributions, I mostly add info when there's no info on something and it's bugging me :P --[[User:Xonara|Xonara]] 22:12, 24 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_Pool&amp;diff=47092</id>
		<title>Magma Pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_Pool&amp;diff=47092"/>
		<updated>2009-01-24T08:01:36Z</updated>

		<summary type="html">&lt;p&gt;Xonara: I'm just adding a redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Magma#Magma_sources]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5777</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5777"/>
		<updated>2009-01-24T06:21:54Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Information is still up to date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Bookkeeper&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Accurate stock counts&lt;br /&gt;
}}&lt;br /&gt;
The Bookkeeper is an appointed [[noble]] position. He/she keeps track of the numbers of items in your stockpiles.  The Bookkeeper uses the [[record keeper]] skill, which grants the profession [[Clerk]].&lt;br /&gt;
&lt;br /&gt;
To change the accuracy of the counts in the [[Status]] screen, go into the {{K|n}}obles screen, highlight the Bookkeeper position, and enter the {{k|s}}ettings screen. You can set a desired precision for your Bookkeeper's counts. The higher this is set, the more work is required. Above the lowest precision, your bookkeeper will also require a meager [[office]].  Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Update Stockpile Records&amp;quot; is very high priority, and a bookkeeper will likely do this instead of any other labors the bookkeeper has active.&lt;br /&gt;
&lt;br /&gt;
When set on the highest precision level, the Bookkeeper gains record keeper skill extremely quickly.{{version|0.28.181.40d}} Your Bookkeeper can reach legendary status within a season, achieving all attribute gains associated with the position. At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
== Upgraded titles ==&lt;br /&gt;
* '''Treasurer''' at 100,000 fortress [[wealth]]&lt;br /&gt;
* '''Grand Treasurer''' at 200,000 fortress wealth&lt;br /&gt;
* '''Hoardmaster''' at 300,000 fortress wealth&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room or put a table in their office.&lt;br /&gt;
* The bookkeeper has the same room and furniture requirements as the [[broker]] and [[manager]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21110</id>
		<title>40d:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21110"/>
		<updated>2009-01-24T06:19:00Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Quantum stockpile info is up to date with the current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mine]] for long enough and you'll find yourself surrounded with various [[stone]]s and [[ore]]s. How do you get rid of them?&lt;br /&gt;
&lt;br /&gt;
Here follow several '''stone management''' techniques.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Dump ===&lt;br /&gt;
This method is easy and useful. However, it could easily be considered an exploit, and might not work in later versions.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
# Make a [[zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump. &lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.  Alternatively, use the stocks menu (faster for mass dumping, but requires some [[bookkeeper]] labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a [[Macros_and_Keymaps#Designation_Dump|dumping macro]] to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!&lt;br /&gt;
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
&lt;br /&gt;
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile.&lt;br /&gt;
* '''Disadvantage''':&lt;br /&gt;
** Every dumped stone will be marked as &amp;quot;[[Forbidden]]&amp;quot;, and will not be used in stone production. Use the stocks menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' ({{k|d}}-{{k|b}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''&lt;br /&gt;
** Anything else you dump, will end up on those piles too.&lt;br /&gt;
** Take care not to lose overview if you use several or temporary dumps.&lt;br /&gt;
&lt;br /&gt;
=== Paving Floors ===&lt;br /&gt;
Instead of [[smoothing]] rock to turn cavern floors into smooth floors, you can build a rough block floor on top of a cavern floor, a process known as 'paving'. Unlike smoothing, this uses up a stone. Since digging out a tile produces at most one stone, and it takes a stone to pave the resulting floor, it is possible to guarantee you will never have a surplus of stone as a resulting of digging alone. Building stone floors requires the [[mason|masonry]] skill, but takes very little time. Idle dwarves with the masonry labor enabled can pave a large area in very little time, even if they have no masonry experience at all. It is best to start by paving floors where there are no stones, since dwarves are easily confused and will suspend construction of a floor with a stone on it if they can't find a place to move the stone first.&lt;br /&gt;
&lt;br /&gt;
=== Stone Hallways ===&lt;br /&gt;
Designate all your hallways as stone stockpiles.  Since stone is a raw material, it has no quality score and will not be affected by the [[wear]] sometimes caused by excessive traffic.  If you're playing on a level with [[flux]] ([[limestone]], [[calcite]], [[dolomite]], [[chalk]], or [[marble]]) or [[obsidian]], you could set up custom stockpiles for those higher-value stones in the hallway near your [[masonry]].  This will make it easier for your mason to build high-value [[Door|doors]] and [[Table|tables]].  This method works even better if all the stone stockpiles that ''aren't'' near the mason are also custom stockpiles set to allow everything ''but'' the aforementioned valuable stones.  Then whenever a valuable stone is dug up, it will either go to a stockpile near your masonry or sit there until a spot becomes free.&lt;br /&gt;
&lt;br /&gt;
Note that to use flux stones or obsidian as described above, you must press ''z'' for the status menu, then go to &amp;quot;stones&amp;quot;, and enable whatever economic stones you want to build with.&lt;br /&gt;
&lt;br /&gt;
=== Magma melting ===&lt;br /&gt;
&lt;br /&gt;
If you wish to get rid of the stone permanently, create a magma channel through your fort and mark the edge as a garbage pit.  Any stone disposed of (except [[Bauxite]], but in a fortress with magma you won't have any and won't want to get rid of it if you do have any) will be chucked into the magma, melt, and be gone from your fortress forever.  Of course, the disadvantage is that for anything else you mark as garbage (except for items made of iron, steel, nickel, or adamantine) will also be lost forever. Another technique to remove stone is to build a stone stockpile in a channeled room. You will want to dig stairs down there to stock the stockpile. You then dig a tunnel to the magma source and flood the room. Not only will it melt the stone but you could then build forges, smelters and what have you in the room above it.&lt;br /&gt;
&lt;br /&gt;
=== Chasm dump ===&lt;br /&gt;
If the dwarves are instructed to dump the stone into a garbage zone over bottomless lava or chasm, that stone will fall off the bottom of the map and journey to the center of the Earth.&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
&lt;br /&gt;
Build a [[catapult]] (or three), and assign dwarves to keep firing stones into walls, or at [[camel]]s.  This destroys the stone and also trains the dwarves in [[Siege operator|siege operating]].&lt;br /&gt;
&lt;br /&gt;
=== Rock chute ===&lt;br /&gt;
&lt;br /&gt;
You can dig a [[channel]], and make a [[zone]] over an adjacent tile. Mark it as a garbage dump, and dwarves will dump stones flagged for dumping down the channel. The stones will end up in the bottom tile.&lt;br /&gt;
&lt;br /&gt;
=== Rock crusher ===&lt;br /&gt;
&lt;br /&gt;
Similar to the rock chute, but build a [[drawbridge]] in the pit and a [[pressure plate]] at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a [[lever]] and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it. Note: make sure the bridge is '''up''' when stones are dumped down it, or it will fling stone back up the channel. To achieve this, you will need to hook up another lever, and pull it once before any dwarves go on the pressure plate.&lt;br /&gt;
&lt;br /&gt;
 Level Z:&lt;br /&gt;
 =====&lt;br /&gt;
 ==.==&lt;br /&gt;
 == ==&lt;br /&gt;
 ==^==&lt;br /&gt;
&lt;br /&gt;
 Level Z-1:&lt;br /&gt;
 =====&lt;br /&gt;
 =BBB=&lt;br /&gt;
 =BBB=&lt;br /&gt;
 ==D==&lt;br /&gt;
&lt;br /&gt;
 . - Channel&lt;br /&gt;
 = - Wall&lt;br /&gt;
 ^ - Pressure plate&lt;br /&gt;
 B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.&lt;br /&gt;
 D - Door - keep locked to avoid accidentally crushing dwarves&lt;br /&gt;
&lt;br /&gt;
=== Making use of stone ===&lt;br /&gt;
&lt;br /&gt;
Use your [[mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This builds up your mason's skill, and the furniture gives your dwarves good [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
Skilled [[Craftdwarf]]s can produce large quantities of rock crafts very quickly. This trades the problem of tons of stone to the much easier problem of tons of crafts. As long as you have bins, managing a stockpile of finished goods is easy. Crafts can be sold to foreign [[trade]]rs, who have plenty of room for a lot of goods. &lt;br /&gt;
&lt;br /&gt;
You can also use stones (or blocks) to build large structures above ground, and floors over areas such as sand, silt, or loam.  The [[construction]] interface might be slow, but not only do you use up the stone from your excavations, but you can also create usable indoor space without having to mine any additional stone. &lt;br /&gt;
&lt;br /&gt;
Building [[trap]]s can use up stone as well. [[Mechanism]]s are also made of stone, and a stone-fall trap requires one mechanism and one stone.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding clutter ===&lt;br /&gt;
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[barrel]]s and [[bin]]s to cut down on your need for stockpile space.&lt;br /&gt;
&lt;br /&gt;
However, unskilled miners also have a low chance of creating valuable stones and gems when they dig out a tile.  It may require some micromanagement to prevent unskilled miners from wasting potentially valuable materials. &lt;br /&gt;
&lt;br /&gt;
Building in [[soil]], rather than stone, avoids the problem of stone altogether. Soil walls and floors cannot be smoothed, which makes it a bad choice for bedrooms and dining halls. &lt;br /&gt;
&lt;br /&gt;
=== Stone Stockpile ===&lt;br /&gt;
'''This is not a recommended method due to space and time requirements.'''&lt;br /&gt;
&lt;br /&gt;
Build a large [[stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only one stone will be placed per tile, and will result in long hauling trips.&lt;br /&gt;
&lt;br /&gt;
=== Block Stockpile ===&lt;br /&gt;
Simply have the stone cut into blocks then stockpiled. As long as you have enough bins, this works quite well, since 10 blocks can be stored in a single bin. Depending on the rate you mine out the fortress, you may need several (Or even a dozen) Mason workshops. Just set them up wherever you want the stone cleared, and have them removed when they are no longer sitting amidst a pile of stone. This will also train up extra masons, which is helpful if you decide to make any large scale constructions. &lt;br /&gt;
&lt;br /&gt;
A word of warning: The maximum number of artifacts your fortress will produce is based on the lowest of two numbers: mined out rock, and items produced. If you use this method to mine out a huge area, make sure you're prepared for the artifacts which could skyrocket your wealth very early, leading to [[siege]]s, [[noble]]s, and huge [[immigrant]] waves.&lt;br /&gt;
&lt;br /&gt;
== Reasons for managing stone ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile. Alternatively, if the top Z level comprises soil/loam rather than rock, then you can clear it out for stockpiles without worrying about stones filling the new space.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile and prevent stockpiles from being filled. Create smooth clear floor for a leaner, fitter, happier fortress.&lt;br /&gt;
&lt;br /&gt;
=== Not '''Actually''' Necessary ===&lt;br /&gt;
You do not need to remove stones at all, since only [[tasked]] rocks will block building sites. Clearing out the fortress for stone is more of a personal priority rather than an essential need or requirement. Remember that there is no such thing as '''excess''' stone to a dwarf. Using the new stocks screen it is also possible to simply 'hide' all of the stones from your view.  Warning: If you do this, all buildings made out of the hidden stone will be hidden as well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3864</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3864"/>
		<updated>2009-01-24T06:01:50Z</updated>

		<summary type="html">&lt;p&gt;Xonara: I verified how cave-ins destroy items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' will occur if constructions or ground tiles are detached from all supporting tiles (bridges and the like do not support constructions). Since it is only a placeholder, the system is highly unrealistic &amp;amp;ndash; you can hold up a giant megafortress by a slender pillar of soap. [[Toady]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''unconnected'' section of terrain ([[rock]], dirt, or [[construction]] that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. There are not (m)any [[bridge]]s that will hold up the terrain.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any [[creature]] caught under the falling material is crushed and killed.&lt;br /&gt;
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors do not destroy items.{{version|0.28.181.40d}}&lt;br /&gt;
* Anything standing on the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. No pun intended.&lt;br /&gt;
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and thrown a few tiles, which may cause them to fall off a narrow bridge fifty z-levels above the ground.&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed.&lt;br /&gt;
* Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a flow (like [[water]]) sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea.&lt;br /&gt;
* If your [[dwarves]], [[animals]], items, or even the seven simultaneous [[goblin]] [[siege]]s at your [[door]] are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level.&lt;br /&gt;
:* This can be used to an advantage (i.e. drop a [[wood]]en floor such that the cave-in flow will push the invaders into your magma [[moat]]).&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur. &lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Intentional cave-ins serve four purposes:&lt;br /&gt;
&lt;br /&gt;
* Dams. Dropping a section of natural rock above an [[underground river]] can provide a way to dam the river. Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around. This only works with natural rock; [[constructions]] will revert to their components, and not block the river at all.&lt;br /&gt;
* Death. Since a cave-in kills most [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures. &lt;br /&gt;
* Easy removal of floor tiles. Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!&lt;br /&gt;
* Destroying items. Elven siege left behind a bunch of worthless wooden weapons? Got some fire imp fat in your butcher's shop? Need an amusing way to off your stone? Smash it with a cave-in and you'll never see it again.&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3896</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3896"/>
		<updated>2009-01-24T05:54:41Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Confirmed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and re-add when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in, i.e if you make a C shape and then dig out the remaining wall the center will fall down. This will destroy any buildings underneath.[[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Avoiding ==&lt;br /&gt;
&lt;br /&gt;
I removed the 7x7 info until someone can verify that it's relevant in the new version. I'd also be interested to know when rockslides or shearing happens. --[[User:Turgid Bolk|Turgid Bolk]] 16:44, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that the 7x7 thing ISN'T valid as of 39e.  I've had a 10x20 room with two solid layers on top of it for years and it hasn't collapsed.  Only three walls, too. --[[User:CrazyEyes|CrazyEyes]] 11:00, 06 August 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins In and ice... ==&lt;br /&gt;
&lt;br /&gt;
Cave ins aren't supposed to damage the floor below? Is this still valid? I found an occasion where they do.&lt;br /&gt;
&lt;br /&gt;
As sometimes happens, one pond froze over on my map. I dug down under the ice, and removed the support from under an island in the centre of the pond. I also dug a room (crypt) under the pond.&lt;br /&gt;
&lt;br /&gt;
When the ice melted come spring, the 'ground' on the surface of the pond lasted a few seconds before realising it should collapse, and when it DID collapse it punched a hole into the room BELOW the pond. I know the hole was punched there becase next winter the ice froze down to the room below ONLY in the tils right below where the cave in occured, the rest staying distinctly wet.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins and Ramps ==&lt;br /&gt;
&lt;br /&gt;
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmed ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any item caught under falling natural terrain is encased in stone and must be dug out destroyed completely.&amp;quot;&lt;br /&gt;
I saw this has a &amp;quot;Verify&amp;quot; next to it. I have a video that confirmed it(started a hermit challenge). Here is the link -&amp;gt;http://mkv25.net/dfma/movie-1001#lastComment --[[User:0todd0|0todd0]] 01:04, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I honestly don't see how this verifies the statement. --[[User:N9103|Edward]] 00:31, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've verified that falling floor tiles will cause damage to whatever they hit but they don't destroy items. Falling walls will completely obliterate anything beneath them, with the exception of constructed walls which work like floor tiles. I've also noticed dust pushes items as well as units. Note that I'm using version 40d9. --[[User:Xonara|Xonara]] 00:54, 24 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10697</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10697"/>
		<updated>2009-01-19T03:27:42Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. Big meeting hall filled with idle dwarves quickly increases social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10696</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10696"/>
		<updated>2009-01-19T03:27:26Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Garbage Dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.29.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. Big meeting hall filled with idle dwarves quickly increases social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10695</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10695"/>
		<updated>2009-01-19T03:26:19Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Quantum stockpile still works, of course.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.27.176.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. Big meeting hall filled with idle dwarves quickly increases social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38424</id>
		<title>40d Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38424"/>
		<updated>2009-01-19T02:00:47Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Non-preferred pets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population control ==&lt;br /&gt;
&lt;br /&gt;
Is there a reliable way to remove pets?  On some of my fortresses, I wind up with 100+ pets and actually see a framerate hit because of it.  I don't really care if their owners get an unhappy thought, they'll straighten out when they drink their masterwork beer.  [[User:Ripheus|Ripheus]] 21:06, 3 March 2008 (EST)&lt;br /&gt;
:Non pet-passable door + death room might work.  (A drawbridge would probably work nicely).  Get the dorf to walk into the room (build something in there or draft them and station them there), wait for the pet, set door as tightly closed, get the dorf to leave the room, drop bridge.  +Kitten tallow biscuits+.  --[[User:Wabbiteh|Wabbiteh]] 06:21, 10 March 2008 (EDT)&lt;br /&gt;
::Death rooms are mandatory in fortresses requiring high fps. Best if you station them near main corridor with few backup corridors. It may be possible to trap pets by just door settings alone. Animals don't know that tightly-closed doors count as forbidden for them and will not include them in pathfinding calculations (they see free corridor, not closed door). They will stand before tightly closed door and won't find a better way. Forbidden doors count as obstacle and will be bypassed if possible. This may be used to create automatic death rooms (if they are controlled by pressure plates you may need absolutely no dwarven intervention). Also, you can't butcher cats killed by anything other than butcher, so no +Kitten Tallow Biscuit+ for you. --[[User:Someone-else|Someone-else]] 17:35, 9 May 2008 (EDT)&lt;br /&gt;
Worked and worked well, thank you sir.  I prefer the spike trap, personally.  [[User:Ripheus|Ripheus]] 22:55, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cost of ownership ==&lt;br /&gt;
On the z-animals menu, at least once the economy starts, non-cat pets have a price listed next to them.  Is it possible to buy pets off owners?  If so, how?  (If not, why the monetary value?) --[[User:Squirrelloid|Squirrelloid]] 02:22, 29 April 2008 (EDT)&lt;br /&gt;
:If you mark stray pet as available it'll have price too. It's the price at which a dwarf can buy a pet, whether it's owned by other dwarf or is stray. That's what I think.--[[User:Dorten|Dorten]] 03:22, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pets in combat ==&lt;br /&gt;
Will a pet attack enemies attacking its owner? How does pets work for protection? Can a tame mule or whatever actually be any good in a fight?--[[User:Dwaref|Dwaref]] 22:33, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Firstly, I've never seen a horse attack anything. Some pets such as Dogs can indeed attack enemies, but they aren't that good at stopping Goblins or anything stronger. They're good at getting rid of pests though. --[[User:AlexFili|AlexFili]] 04:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I've seen a horse attack and stun goblins, but only in self defence (counterattacks, I assume). I believe that the horse was a pet, probably of a woodcutter, as it was wandering around outside my fort at the time. Led those gobbos a merry chase, it did. --[[User:Raumkraut|Raumkraut]] 08:13, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm hoping they do!  I bought a tame black bear off some shady elves, and I'm hoping it'll get adopted soon; prefeably by a military dwarf, or at least one that spends a decent amount of time outside of Rissenpaddle's halls.  Can't wait to see the look on those goblin's faces!  --[[User:Eddie|Eddie]] 07:14, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Named and owned pet in cage ==&lt;br /&gt;
If you assign a kitten to a cage, it is possible for it to adopt a dwarf before it is put in the cage; I found a pet in my cat cage. --[[User:Bombcar|Bombcar]] 03:08, 19 October 2008 (EDT)&lt;br /&gt;
: Yep, it is quite possible. I've had it happen on a few occasions (much to my annoyance). --[[User:Toloran|Toloran]] 15:09, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pet Training==&lt;br /&gt;
Can you train pet dogs? In my fortress I had loads of dogs, but it is my first fort so I made all of them available and now they're pets. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 07:44, 21 October 2008 (EDT)&lt;br /&gt;
:You can only train strays. Though assigned war/hunting dogs seem to act like pets in terms of making their owner happy and such. Don't worry about them being assigned, there will be puppies soon enough. [[User:HeWhoIsPale|HeWhoIsPale]] 08:32, 21 October 2008 (EDT)&lt;br /&gt;
==Non-preferred pets==&lt;br /&gt;
Do dwarfs take pets that aren't the creature they like for their [prefstring]? I have black bears, cougars, wolves, deer, and marmots, but non of my dwarves are claiming them as pets. They only seem to like cows, horses, and cats. [[User:HeWhoIsPale|HeWhoIsPale]] 08:32, 21 October 2008 (EDT)&lt;br /&gt;
:I've had the same problem, I think they only take prefstring pets :/ --[[User:Xonara|Xonara]] 21:00, 18 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Igneous_intrusive_layer&amp;diff=22872</id>
		<title>40d:Igneous intrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Igneous_intrusive_layer&amp;diff=22872"/>
		<updated>2009-01-16T08:33:34Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Made the page a bit more consitent with the other stone layer pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Igneous intrusive [[stone]] is formed by lava solidification occurring below the surface, as opposed to [[Igneous extrusive layer|igneous extrusive]] stone which forms above the surface of the earth.&lt;br /&gt;
&lt;br /&gt;
Igneous intrusive stone layers may be made of [[granite]], [[diorite]], or [[gabbro]], all of which typically contain [[gold]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
Gabbro can also contain [[garnierite]], the ore of [[nickel]], [[kimberlite]], which may contain [[diamond]]s, and olivine, which may contain [[native platinum]].  Granite can contain [[cassiterite]], the ore of [[tin]], [[bismuthinite]], the ore of [[bismuth]], and [[galena]], the ore of lead. Galena will also give you a silver bar 50% of the time.&lt;br /&gt;
[[Category:Stone Layers]]&lt;br /&gt;
&lt;br /&gt;
==Types of Igneous Intrusive layers==&lt;br /&gt;
{{list|igneous intrusive layer}}&lt;br /&gt;
&lt;br /&gt;
==Metal Ores==&lt;br /&gt;
{{list|igneous intrusive ore}}&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ore&amp;diff=33886</id>
		<title>40d Talk:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ore&amp;diff=33886"/>
		<updated>2009-01-16T08:07:53Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Native Aluminum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should nuggets be labelled as such in the list? Before they are mined they are referred to as 'Native &amp;lt;metalname&amp;gt;', and are only labelled as nuggets once mined. Perhaps the table should be changed to indicate this. --[[User:TangoThree|TangoThree]] 09:14, 20 January 2008 (EST)&lt;br /&gt;
:Before they are mined, they can't be smelted. It doesn't really matter which approach is used, as long as it is consistent; this article consistently refers to the post-mining state. [[User:VengefulDonut|VengefulDonut]] 14:13, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Should we take the Chromite out of the 'Found In' section for Platinum? Chromite is found in Olivine, and Platinum is already found in Olivine.--[[User:CrushU|CrushU]] 21:58, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Separate query - anyone know why Toady One requires native gold/silver to be smelted?  You don't have to smelt rock to get the gold or silver out, it is gold or silver and you can either melt it for casting or work with it directly.  (Historically most gold or silver mined has been melted down so it could be cast into bars for ease of transportation, but its still perfectly plausible to work with it in its raw state - rarely have the metalsmiths/jewelers been so close to the mining operations as in this game).  I believe this is also true of native copper (hence why copper weapons/tools vastly predate iron equivalents).  Smelting is the process of extracting metal from rock, not just melting it down. --[[User:Squirrelloid|Squirrelloid]] 16:06, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Gold Nuggets==&lt;br /&gt;
So, I'm currently evaluating some gem occurrence data, but noticed that there is no native gold veins that are wholely interior to gabbro (with quite a few gold veins discovered thus far).  They may occur at the border of gabbro and other layers, and thus possibly extend into the gabbro, but nothing that could be said 'yep, that was generated in gabbro'.  This leads me to believe gold does not occur in gabbro, and gold present in gabbro is only incidental due to a vein running over into it from another stone layer. &amp;lt;br&amp;gt;&lt;br /&gt;
(For reference, I've dug 1x140 square tunnels on 55 z-levels such that they are all directly above each other, for a total of 7700 tiles dug out and ~15500 tiles revealed beyond that.  I've then mined out all gem clusters i've found, and am working on mining out all veins i've found.  The tunnels cross a biome boundary, with transitions of andesite/basalt, diorite/marble, and diorite/gabbro.  Gabbro is by far the most common rock tunneled through, followed by diorite, as the diorite/gabbro transition layers are the bulk of the layers)&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 03:35, 29 April 2008 (EDT)&lt;br /&gt;
 [MATGLOSS_STONE:GOLD]&lt;br /&gt;
 [NAME:native gold][STONE_NAME:gold nuggets][COLOR:6:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT:IGNEOUS_ALL:VEIN:100]&lt;br /&gt;
 [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:GOLD:100]&lt;br /&gt;
 [SOLID_DENSITY:19320]&lt;br /&gt;
 [VALUE:30]&lt;br /&gt;
:Any problem?--[[User:Dorten|Dorten]] 04:28, 29 April 2008 (EDT)&lt;br /&gt;
::[[Gold]] occurs in all igneous. [[Gabbro]] is igneous. Gold does not occur in gabbro: a contradiction.&lt;br /&gt;
::Based on gem occurrence patterns I hypothesize that each main layer (such as gabbro) is limited by the code to only a certain number of inclusions (such as gold), and after this inclusion list is full nothing else is created. For instance, maps will have a lot of one specific type of agate, rather than a little of each; or [[rock crystal]] is nowhere to be found in ten maps, and then appears in 15 small clusters in exactly one layer in one map. Any thoughts? [[User:Anydwarf|Anydwarf]] 23:11, 29 April 2008 (EDT)&lt;br /&gt;
:::I'm starting to see correlation in gems within rock masses, even across z-levels.  There may be something to this.  It would also explain why I have a boatload of gold veins, but none in Gabbro.  OTOH, I'm starting to think there's more to the mineral/gem generation that just what rock type the layer is - I've been getting some gem types repeatedly associated with areas where the rock layer is 'broken', ie, rock layer type boundaries (say Diorite meeting Gabbro) or next to an ore vein, whereas I'm finding different gems totally internal to rock layer types.  This actually makes sense geologically, but I want more data before I say anything definite. --[[User:Squirrelloid|Squirrelloid]] 23:34, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have found the start of a vein of gold in gabbro, so I think that he was just getting some odd, extremely specific thing. I don't know. [[User:Destor|Destor]] 14:47, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You'd have to find a gold vein completely inside a gabbor layer to rule out the vein having just finished running into a different stone layer.  I have malachite veins in my current game that terminate in andesite, mudstone, and even soil layers because they kept running past a stone boundary.&lt;br /&gt;
:Similar to my above query - I haven't seen a single gold vein in granite this game (and wasn't paying sufficient attention in previous games to notice).  I have found plenty of Bismuthsite, Silver, and Casserite in granite though.&lt;br /&gt;
:It still strikes me as highly plausible that the ore/gem generation algorithm is more complex than just 'is it the right class of rock?'.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 13:04, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Native Aluminum ==&lt;br /&gt;
&lt;br /&gt;
According to the soil article Aluminum occurs in soil as well, but this table and the Native Aluminum article make no mention of it occuring in soil. Can someone verify if it occurs in soil? --[[User:Xonara|Xonara]] 03:07, 16 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18483</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18483"/>
		<updated>2009-01-04T06:24:17Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Friendlies ''completely'' immune to traps?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
&lt;br /&gt;
Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4746</id>
		<title>40d Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4746"/>
		<updated>2008-11-20T06:11:21Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Bloated Tubers grow in ''what?'' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Winter crops ==&lt;br /&gt;
Delving into the raws, it seems some plants can grow in winter.  Muck Roots, for instance.  We'll need to update the chart to allow this.  The chart will, in general, need some work.  For instance, Quarry Bushes can only be cooked after they've been processed; how should that be put on the chart? This page can easily be filled in from the raws, but only after the chart is made more comprehensive... [[User:Fieari|Fieari]] 03:24, 30 October 2007 (EDT)&lt;br /&gt;
*Stuff like Quarry Bush Leaves can just go in the &amp;quot;Other Uses&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== Standardization of individual crop pages ==&lt;br /&gt;
&lt;br /&gt;
I thought the previous wiki had great entries for the individual crops. How can we get the sidebar to appear just like the last wiki?&lt;br /&gt;
&lt;br /&gt;
We should standardize the arrangement of information for the individual crops so that readers can easily obtain information as it is presented in a consistent manner. I think we should also include the basic value of each crop and how it can be multiplied.&lt;br /&gt;
--[[User:Rockjianrock|Rockjianrock]] 11:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categorized Crops ==&lt;br /&gt;
&lt;br /&gt;
How useful would it be to have a list of crop sorted by standard usage? From all the plants in game, we can easily figure out a few subgroups:&lt;br /&gt;
&lt;br /&gt;
Edible raw (fruits/vegetables? can also be cooked unprocessed)&lt;br /&gt;
*Plump helmet &lt;br /&gt;
*Muck root &lt;br /&gt;
*Bloated tuber &lt;br /&gt;
*Prickle berry &lt;br /&gt;
*Wild strawberry &lt;br /&gt;
*Rat weed &lt;br /&gt;
*Fisher berry &lt;br /&gt;
*Sun berry&lt;br /&gt;
&lt;br /&gt;
Clothing&lt;br /&gt;
*Pig tail &lt;br /&gt;
*Rope reed &lt;br /&gt;
&lt;br /&gt;
Flour/Sugars&lt;br /&gt;
*Cave wheat &lt;br /&gt;
*Longland grass &lt;br /&gt;
*Whip vine &lt;br /&gt;
*Sweet pod (a special case, has its own workshop action to make syrup)&lt;br /&gt;
&lt;br /&gt;
Leaves (not brewable)&lt;br /&gt;
*Quarry bush &lt;br /&gt;
&lt;br /&gt;
Dyes (generally not brewable)&lt;br /&gt;
*Dimple cup &lt;br /&gt;
*Blade weed &lt;br /&gt;
*Hide root &lt;br /&gt;
*Sliver barb (also a special case, as it can be brewed. otherwise the same)&lt;br /&gt;
&lt;br /&gt;
Alchemy? (not brewable)&lt;br /&gt;
*Kobold bulb &lt;br /&gt;
*Valley herb (can be cooked raw?)&lt;br /&gt;
&lt;br /&gt;
I find this list more useful for making complex stockpiles or workflows.. Whether you care if the seeds must be planted underground or above ground, it's a property of the seed stockpile anyway. Note that &amp;quot;cookable&amp;quot; or &amp;quot;brewable&amp;quot; is not a group itself but a simple yes/no flag, but usually a common property of an entire group. Too bad we can't make template stockpiles ;)--[[User:Sergius|Sergius]] 13:35, 12 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The easiest way to do that is by having an article for each crop with (say) [[:Category:Dye crops]] included in the relevant articles.[[User:GarrieIrons|GarrieIrons]] 21:39, 12 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Values==&lt;br /&gt;
Plump helmets have a value of 4, no? 2 (for being a plant) * 2 (plump helmet value)&lt;br /&gt;
&lt;br /&gt;
Since the brew column uses the value of a single plant, brewed, it would make sense to show the total value of a single plant before brewing, rather than the material multiplier from the raws.&lt;br /&gt;
&lt;br /&gt;
Also, since 5 units of syrup is produced from one sweet pod, shouldn't the value of syrup be listed as 100 instead of 20?&lt;br /&gt;
&lt;br /&gt;
--[[User:Hussell|Hussell]] 16:04, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bloated Tubers grow in ''what?'' ==&lt;br /&gt;
&lt;br /&gt;
How is a dry wetland possible? Are the wet/dry designations referring to whether or not the plant grows next to bodies of water? Might want to clarify that. If so, do aquifers directly below the surface make tiles &amp;quot;wet?&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Almost makes one wonder if that table came from DF2D. Research will have to be done on that &amp;lt;_&amp;lt; (PS: remember to sign your edits) --[[User:GreyMario|GreyMaria]] 21:05, 19 November 2008 (EST)&lt;br /&gt;
::Well, the matgloss ''does'' say [DRY][BIOME:ANY_WETLAND]. We do need to know what exactly [DRY] means. [[User:Random832|Random832]] 21:40, 19 November 2008 (EST)&lt;br /&gt;
:::Oh, here we go: [[Plant tokens]] --[[User:Xonara|Xonara]] 01:11, 20 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26272</id>
		<title>40d Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26272"/>
		<updated>2008-11-20T05:22:48Z</updated>

		<summary type="html">&lt;p&gt;Xonara: forgot signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, I'm a complete newbie, and I want to make my first fortress on an island. What about the fact that you are immune to goblin attacks if you are on an island? What about some tips on how to make a fortress on an island? Help! -- Cayzle&lt;br /&gt;
&lt;br /&gt;
This should be added to the &amp;lt;nowiki&amp;gt;{{world}}&amp;lt;/nowiki&amp;gt; categories.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 17:55, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh wait. I figured out how to do it.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 18:02, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure an island isn't a biome type. Also, I've yet to see the game mention islands at all. Like a valley, this is a feature that is created and then recieves no reference. [[User:VengefulDonut|VengefulDonut]] 09:27, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Complete nonsense ==&lt;br /&gt;
&lt;br /&gt;
As far as I can tell there is nothing useful about this article. The facts listed are all either completely untrue, utterly misleading, or don't related specifically to islands.&lt;br /&gt;
&lt;br /&gt;
As mentioned, islands are not a feature in the game, there is nothing special about islands at all. If there is anything truly unique about them, then it is the comment about volcanoes:&lt;br /&gt;
&lt;br /&gt;
# Often has a volcano &lt;br /&gt;
&lt;br /&gt;
But I'm not even really convinced that is very accurate.[[User:Qalnor|Qalnor]] 14:27, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree.  Delete this page.  [[User:Bouchart|Bouchart]] 20:07, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewrote the page. ==&lt;br /&gt;
&lt;br /&gt;
I made the article a little less cluttered, but other than that not much. Islands really aren't all that different from other coastline, even if I like the aesthetics :P I suppose islands could be useful for escaping the hippy menace though. Can anyone verify what sea level is?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your first fortress&amp;quot; says that goblins will settle nearby you at a certain point if there weren't any to begin with. --[[User:Xonara|Xonara]] 00:22, 20 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26271</id>
		<title>40d Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26271"/>
		<updated>2008-11-20T03:07:13Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Rewrote the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, I'm a complete newbie, and I want to make my first fortress on an island. What about the fact that you are immune to goblin attacks if you are on an island? What about some tips on how to make a fortress on an island? Help! -- Cayzle&lt;br /&gt;
&lt;br /&gt;
This should be added to the &amp;lt;nowiki&amp;gt;{{world}}&amp;lt;/nowiki&amp;gt; categories.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 17:55, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh wait. I figured out how to do it.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 18:02, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure an island isn't a biome type. Also, I've yet to see the game mention islands at all. Like a valley, this is a feature that is created and then recieves no reference. [[User:VengefulDonut|VengefulDonut]] 09:27, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Complete nonsense ==&lt;br /&gt;
&lt;br /&gt;
As far as I can tell there is nothing useful about this article. The facts listed are all either completely untrue, utterly misleading, or don't related specifically to islands.&lt;br /&gt;
&lt;br /&gt;
As mentioned, islands are not a feature in the game, there is nothing special about islands at all. If there is anything truly unique about them, then it is the comment about volcanoes:&lt;br /&gt;
&lt;br /&gt;
# Often has a volcano &lt;br /&gt;
&lt;br /&gt;
But I'm not even really convinced that is very accurate.[[User:Qalnor|Qalnor]] 14:27, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree.  Delete this page.  [[User:Bouchart|Bouchart]] 20:07, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewrote the page. ==&lt;br /&gt;
&lt;br /&gt;
I made the article a little less cluttered, but other than that not much. Islands really aren't all that different from other coastline, even if I like the aesthetics :P I suppose islands could be useful for escaping the hippy menace though. Can anyone verify what sea level is?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your first fortress&amp;quot; says that goblins will settle nearby you at a certain point if there weren't any to begin with.&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42991</id>
		<title>40d:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42991"/>
		<updated>2008-11-20T03:00:13Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Rewrote page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
During world generation, all areas 100 and lower will be submerged in water{{verify}}, which could be either an ocean or a lake depending on whether or not the body of water meets at the edge of the world map. Islands are caused by either the world's height variance parameter or the volcanism parameter, among other things, which can raise the land above sea level.&lt;br /&gt;
&lt;br /&gt;
==Starting your fortress on an island==&lt;br /&gt;
Islands are comparably smaller than continents, so much of the land is [[Coast|coastline]]. It's rare for a civilization to be on an island, so you will typically be isolated from other civilizations, except for dwarves, which are literally everywhere. This might be a convenience but most of the time it's only a disadvantage, as goblins will settle near you eventually so they can attack your fortress.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coast&amp;diff=46100</id>
		<title>Coast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coast&amp;diff=46100"/>
		<updated>2008-11-20T02:40:07Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Redirecting to Ocean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ocean]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coast&amp;diff=46099</id>
		<title>Coast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coast&amp;diff=46099"/>
		<updated>2008-11-20T02:39:04Z</updated>

		<summary type="html">&lt;p&gt;Xonara: New page: #REDIRECT Ocean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT Ocean&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4743</id>
		<title>40d Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4743"/>
		<updated>2008-11-20T01:55:54Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Bloated Tubers grow in ''what?''&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Winter crops ==&lt;br /&gt;
Delving into the raws, it seems some plants can grow in winter.  Muck Roots, for instance.  We'll need to update the chart to allow this.  The chart will, in general, need some work.  For instance, Quarry Bushes can only be cooked after they've been processed; how should that be put on the chart? This page can easily be filled in from the raws, but only after the chart is made more comprehensive... [[User:Fieari|Fieari]] 03:24, 30 October 2007 (EDT)&lt;br /&gt;
*Stuff like Quarry Bush Leaves can just go in the &amp;quot;Other Uses&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== Standardization of individual crop pages ==&lt;br /&gt;
&lt;br /&gt;
I thought the previous wiki had great entries for the individual crops. How can we get the sidebar to appear just like the last wiki?&lt;br /&gt;
&lt;br /&gt;
We should standardize the arrangement of information for the individual crops so that readers can easily obtain information as it is presented in a consistent manner. I think we should also include the basic value of each crop and how it can be multiplied.&lt;br /&gt;
--[[User:Rockjianrock|Rockjianrock]] 11:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categorized Crops ==&lt;br /&gt;
&lt;br /&gt;
How useful would it be to have a list of crop sorted by standard usage? From all the plants in game, we can easily figure out a few subgroups:&lt;br /&gt;
&lt;br /&gt;
Edible raw (fruits/vegetables? can also be cooked unprocessed)&lt;br /&gt;
*Plump helmet &lt;br /&gt;
*Muck root &lt;br /&gt;
*Bloated tuber &lt;br /&gt;
*Prickle berry &lt;br /&gt;
*Wild strawberry &lt;br /&gt;
*Rat weed &lt;br /&gt;
*Fisher berry &lt;br /&gt;
*Sun berry&lt;br /&gt;
&lt;br /&gt;
Clothing&lt;br /&gt;
*Pig tail &lt;br /&gt;
*Rope reed &lt;br /&gt;
&lt;br /&gt;
Flour/Sugars&lt;br /&gt;
*Cave wheat &lt;br /&gt;
*Longland grass &lt;br /&gt;
*Whip vine &lt;br /&gt;
*Sweet pod (a special case, has its own workshop action to make syrup)&lt;br /&gt;
&lt;br /&gt;
Leaves (not brewable)&lt;br /&gt;
*Quarry bush &lt;br /&gt;
&lt;br /&gt;
Dyes (generally not brewable)&lt;br /&gt;
*Dimple cup &lt;br /&gt;
*Blade weed &lt;br /&gt;
*Hide root &lt;br /&gt;
*Sliver barb (also a special case, as it can be brewed. otherwise the same)&lt;br /&gt;
&lt;br /&gt;
Alchemy? (not brewable)&lt;br /&gt;
*Kobold bulb &lt;br /&gt;
*Valley herb (can be cooked raw?)&lt;br /&gt;
&lt;br /&gt;
I find this list more useful for making complex stockpiles or workflows.. Whether you care if the seeds must be planted underground or above ground, it's a property of the seed stockpile anyway. Note that &amp;quot;cookable&amp;quot; or &amp;quot;brewable&amp;quot; is not a group itself but a simple yes/no flag, but usually a common property of an entire group. Too bad we can't make template stockpiles ;)--[[User:Sergius|Sergius]] 13:35, 12 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The easiest way to do that is by having an article for each crop with (say) [[:Category:Dye crops]] included in the relevant articles.[[User:GarrieIrons|GarrieIrons]] 21:39, 12 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Values==&lt;br /&gt;
Plump helmets have a value of 4, no? 2 (for being a plant) * 2 (plump helmet value)&lt;br /&gt;
&lt;br /&gt;
Since the brew column uses the value of a single plant, brewed, it would make sense to show the total value of a single plant before brewing, rather than the material multiplier from the raws.&lt;br /&gt;
&lt;br /&gt;
Also, since 5 units of syrup is produced from one sweet pod, shouldn't the value of syrup be listed as 100 instead of 20?&lt;br /&gt;
&lt;br /&gt;
--[[User:Hussell|Hussell]] 16:04, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bloated Tubers grow in ''what?'' ==&lt;br /&gt;
&lt;br /&gt;
How is a dry wetland possible? Are the wet/dry designations referring to whether or not the plant grows next to bodies of water? Might want to clarify that. If so, do aquifers directly below the surface make tiles &amp;quot;wet?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33824</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33824"/>
		<updated>2008-11-02T08:07:27Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Surface definition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Washing ==&lt;br /&gt;
&lt;br /&gt;
Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water?&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_to_safely_start_fortress_mode&amp;diff=45423</id>
		<title>40d Talk:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_to_safely_start_fortress_mode&amp;diff=45423"/>
		<updated>2008-10-31T01:00:57Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Rename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Farm size: 10x10 of plump helmets without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin ''&lt;br /&gt;
&lt;br /&gt;
Is this with or without boozecooking? [[User:Random832|Random832]] 23:12, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reformatting this page ==&lt;br /&gt;
&lt;br /&gt;
This page breaks from the style used on the rest of the wiki -- it's a dump of opinions and suggestions instead of a collaborative, well-organized article.  The problem with this is evident in how people are just arguing with each other on the page (that's what ''talk pages'' are for) instead of putting their heads together to offer readers streamlined, practical advice.&lt;br /&gt;
&lt;br /&gt;
Can we do some discussion here of what its general advice and structure should be, then rewrite it?--[[User:Maximus|Maximus]] 21:38, 29 October 2008 (EDT)&lt;br /&gt;
:Having a bunch of different viewpoints in the page is fine to me as long as it doesn't look like a big argument :P --[[User:Xonara|Xonara]] 01:48, 30 October 2008 (EDT)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:I was thinking about this too, but the unfortunate hurdle is that there's no good way to put in a 'generally agreed upon' sort of structure, and there's a lot of strong feelings that run both ways with many things.  Perhaps the better way to do this would merely be to take the names out of it.  Just put a heading and a couple of equally-bulleted points with the various views, possibly with the dates these views were last updated.  A large part of my issue is that most of the advice on the page is clearly from many moons ago (the cats comments being the most noticable).  The anvil discussion, for example, could then just be broken down into three bullets, one which suggests crafts, a second which suggests mechanisms, and a third which suggests meals.&lt;br /&gt;
&lt;br /&gt;
:A reformat does need to happen, though.  This wiki is really shortwinded on useful, coherant gameplay advice (MANY of the Beginners FAQ pages need total rewrites that I'll probably get to sooner rather than later) and I'd really like to see that change. --[[User:ThunderClaw|ThunderClaw]] 02:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Removing the signatures is definitely the starting point -- it will allow us to treat what's on the page as &amp;quot;our words&amp;quot; instead of &amp;quot;my words&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::I don't think &amp;quot;general agreement&amp;quot; is out of reach -- for any subject, there will be obviously bad advice, obviously good advice, and stuff that will largely depend on how you like to play the game.  Our current dispute over trade goods is like that: crafts, mechanisms, meals, and clothes can ''all'' be effective trade goods; we can list their respective advantages and disadvantages and leave it for the player to decide what approach he or she wants to take.  We just need to avoid the &amp;quot;One True Approach&amp;quot; mentality, except where everyone agrees that a given idea is Very Good or Very Bad.&lt;br /&gt;
&lt;br /&gt;
::While we're at it, the page title needs to be changed -- though we can do that after it becomes clear what direction the rewrite is taking it in.--[[User:Maximus|Maximus]] 03:38, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'll give the page a once-over tomorrow and give my initial thoughts on what should be changed then.--[[User:Maximus|Maximus]] 03:42, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It shouldn't take too long. Click Edit, hit Ctrl-A, and type &amp;lt;nowiki&amp;gt;{{Del}}&amp;lt;/nowiki&amp;gt;. Profit. --[[User:Juckto|Juckto]] 04:40, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Reformat is done.  Someone else can deal with the nomenclature. --[[User:ThunderClaw|ThunderClaw]] 13:14, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I really think that a better name for this page would be &amp;quot;General Advice,&amp;quot; since that's all it really is, and  &amp;quot;Correctly&amp;quot; starting a fortress is mostly a matter of opinion and we're trying to make the page look less opinionated. The page could be very helpful and I think that once it's worked on a bit it could go on the main page. --[[User:Xonara|Xonara]] 21:00, 30 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire-safe&amp;diff=10204</id>
		<title>40d:Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire-safe&amp;diff=10204"/>
		<updated>2008-10-30T14:40:51Z</updated>

		<summary type="html">&lt;p&gt;Xonara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fire-safe materials]] are building materials that cannot catch on [[Fire|fire]].  These include [[Stone|stone]], [[Glass|glass]], and [[Metal|metal]].  [[Wood]] is not a fire-safe material. Fire-safe materials are only required when the object is going to come into contact with extreme heat, such as near magma. &lt;br /&gt;
&lt;br /&gt;
Flux materials, such as limestone blocks, which are burnt up in the purification of pig iron to produce steel, are considered fire-safe. It is perfectly fine to burn calcite as a flux making steel in a limestone furnace. [[Ice]] is also fire-safe material. Construction will never melt or burn, but natural ice walls/floors/ramps/stairs will.&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire-safe&amp;diff=12305</id>
		<title>40d Talk:Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire-safe&amp;diff=12305"/>
		<updated>2008-10-30T14:39:14Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Ice constructions are firesafe, apparently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a in-game distinction between fire-safe and magma safe. Apparently some stones are better at heat than others.&lt;br /&gt;
Fire-safe are only meant for regular furnaces, not magma. (although magma resisting materials are also fire-safe, of course).&lt;br /&gt;
That's why I linked to two separate pages.&lt;br /&gt;
A suggestion could be to make a table of materials and check which one can withstand regular heat and which ones can withstand magma.&lt;br /&gt;
[[User:Sergius|Sergius]] 22:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== flux not fire safe? ==&lt;br /&gt;
&lt;br /&gt;
I'm fairly sure flux is no longer considered fire-safe.&lt;br /&gt;
&lt;br /&gt;
== obsidian ==&lt;br /&gt;
&lt;br /&gt;
im fairly sure this isnt fire safe, but someone else better double check before adding it. [[User:Twiggie|Twiggie]] 12:50, 24 September 2008 (EDT)&lt;br /&gt;
:It is, all of my furnaces are made from obsidian. [[User:HeWhoIsPale|HeWhoIsPale]] 18:19, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ice constructions are firesafe, apparently. ==&lt;br /&gt;
&lt;br /&gt;
According to the magmasafe page: &amp;quot;Constructions (Wall, Floor, Ramp, Stairs) can never melt or burn (there is nothing wrong with wooden magma reservoir). Natural ice walls/floors/ramps/stairs may melt however.&amp;quot; --[[User:Xonara|Xonara]] 10:39, 30 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_to_safely_start_fortress_mode&amp;diff=45416</id>
		<title>40d Talk:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_to_safely_start_fortress_mode&amp;diff=45416"/>
		<updated>2008-10-30T05:48:13Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Reformatting this page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Farm size: 10x10 of plump helmets without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin ''&lt;br /&gt;
&lt;br /&gt;
Is this with or without boozecooking? [[User:Random832|Random832]] 23:12, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reformatting this page ==&lt;br /&gt;
&lt;br /&gt;
This page breaks from the style used on the rest of the wiki -- it's a dump of opinions and suggestions instead of a collaborative, well-organized article.  The problem with this is evident in how people are just arguing with each other on the page (that's what ''talk pages'' are for) instead of putting their heads together to offer readers streamlined, practical advice.&lt;br /&gt;
&lt;br /&gt;
Can we do some discussion here of what its general advice and structure should be, then rewrite it?--[[User:Maximus|Maximus]] 21:38, 29 October 2008 (EDT)&lt;br /&gt;
:Having a bunch of different viewpoints in the page is fine to me as long as it doesn't look like a big argument :P --[[User:Xonara|Xonara]] 01:48, 30 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39395</id>
		<title>40d Talk:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39395"/>
		<updated>2008-10-29T23:33:58Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* How fast? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added record keeping to the skills that it's easy to become legendary in since it's even quicker than mining and engraving when set to 100% accuracy [[User:Moonman|Moonman]] 15:04, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It could also be added that [[screw pump|screw pump gyms]] are a nice way to the respective skill, as mentioned in the article. I think its even faster than the siege skill.&lt;br /&gt;
&lt;br /&gt;
Should we mention that legendary dwarves don't pay money once the economy sets in?&amp;lt;br&amp;gt;&lt;br /&gt;
Might be important.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye. --[[User:Savok|Savok]] 16:34, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blinking ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important this is, but I'll talk about it anyways. I set up a game with [[User:Rinn/AdjustProfile|Adjust Profile]] so that all of my starting Dwarves were legendary. So la-de-da-da, they all blink 'in tune' at the start. After some time, they some of them started to blink out of tune with one another. So does this mean that the blinking subroutine is independently timed on each dwarf?  Is there significant lag if one has a legendary dwarf vs a non-legendary? Or 5? Or 50? --[[User:Chrispy|Chrispy]] 08:21, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Has anyone ever suggested removing the blinking? The blinking gets a bit harsh on the eyes, especially when you have tons of legendary dwarves. I'd just prefer a [L] tag somewhere in the person's name/skill list. --[[User:AlexFili|AlexFili]] 04:50, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How fast? ==&lt;br /&gt;
&lt;br /&gt;
Exactly how quickly do legendary dwarves gain skill levels? I assigned my legendary miner to be an engraver and wasn't seeing any breathtaking skill increases, so meh. --[[User:Xonara|Xonara]] 04:52, 29 October 2008 (EDT)&lt;br /&gt;
: My impression, without any experimentation, is that they don't gain levels faster than anyone else. However, they do tend to be Harder/Better/Faster/Stronger due to attribute increases from gaining experience and the page on [[Experience]] indicates that experience is achieved upon (assumedly successful) completion of a task, so if the attributes make them complete more quickly, or with a higher degree of success, they will indeed level faster, although I don't think it will be that marked in most cases. -[[User:Fuzzy|Fuzzy]] 08:53, 29 October 2008 (EDT)&lt;br /&gt;
::I'm kinda doubting it'd be worth doing except for the REALLY hard to train skills. The only way I might use it is to make those lazy idlers do something useful for once, while I decide what their brutal living conditions will be. --[[User:Xonara|Xonara]] 19:33, 29 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39392</id>
		<title>40d Talk:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39392"/>
		<updated>2008-10-29T08:52:01Z</updated>

		<summary type="html">&lt;p&gt;Xonara: How fast?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added record keeping to the skills that it's easy to become legendary in since it's even quicker than mining and engraving when set to 100% accuracy [[User:Moonman|Moonman]] 15:04, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It could also be added that [[screw pump|screw pump gyms]] are a nice way to the respective skill, as mentioned in the article. I think its even faster than the siege skill.&lt;br /&gt;
&lt;br /&gt;
Should we mention that legendary dwarves don't pay money once the economy sets in?&amp;lt;br&amp;gt;&lt;br /&gt;
Might be important.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye. --[[User:Savok|Savok]] 16:34, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blinking ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important this is, but I'll talk about it anyways. I set up a game with [[User:Rinn/AdjustProfile|Adjust Profile]] so that all of my starting Dwarves were legendary. So la-de-da-da, they all blink 'in tune' at the start. After some time, they some of them started to blink out of tune with one another. So does this mean that the blinking subroutine is independently timed on each dwarf?  Is there significant lag if one has a legendary dwarf vs a non-legendary? Or 5? Or 50? --[[User:Chrispy|Chrispy]] 08:21, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Has anyone ever suggested removing the blinking? The blinking gets a bit harsh on the eyes, especially when you have tons of legendary dwarves. I'd just prefer a [L] tag somewhere in the person's name/skill list. --[[User:AlexFili|AlexFili]] 04:50, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How fast? ==&lt;br /&gt;
&lt;br /&gt;
Exactly how quickly do legendary dwarves gain skill levels? I assigned my legendary miner to be an engraver and wasn't seeing any breathtaking skill increases, so meh. --[[User:Xonara|Xonara]] 04:52, 29 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3115</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3115"/>
		<updated>2008-10-29T08:12:40Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Proof that wall-floors are constructions. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --[[User:Xonara|Xonara]] 03:03, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proof that wall-floors are constructions. ==&lt;br /&gt;
&lt;br /&gt;
Well, I built a wall under a terrain floor. The floor didn't change, and the view tile screen didn't indicate a constructed floor. but when I channeled the floor the wall-floor was revealed. So I've hypothesized that the wall-floor was a construction attribute added to the terrain floor, but it let the terrain floor overlap it. Once I channeled the floor there wasn't anything left to overlap the wall-floor and hence it was revealed. --[[User:Xonara|Xonara]] 03:31, 27 October 2008 (EDT)&lt;br /&gt;
:The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. [[User:Random832|Random832]] 11:28, 27 October 2008 (EDT)&lt;br /&gt;
::We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --[[User:Xonara|Xonara]] 04:12, 29 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3203</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3203"/>
		<updated>2008-10-29T07:58:10Z</updated>

		<summary type="html">&lt;p&gt;Xonara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with [[furniture]] from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
==Building Technicalities==&lt;br /&gt;
'''This section is valid as of version 40d.'''&lt;br /&gt;
&lt;br /&gt;
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a &amp;quot;construction&amp;quot; attribute.{{verify}} When you build a down stair over a terrain down stair, for example, the down stair is added as a &amp;quot;construction&amp;quot; attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.&lt;br /&gt;
&lt;br /&gt;
The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady.{{verify}} Up/Down Stairs are identical to Down Stairs, as far as what can be built on them is concerned.&lt;br /&gt;
&lt;br /&gt;
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Yes||Constructions can coexist&lt;br /&gt;
|-&lt;br /&gt;
|No||Constructions conflict&lt;br /&gt;
|-&lt;br /&gt;
|!!||Construction conflict, building in the tile will completely overwrite it&lt;br /&gt;
|-&lt;br /&gt;
|S||Vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|X||Not vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|H||Horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|Z||Not horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|?||Untested, undetermined, or not applicable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Workshop&lt;br /&gt;
! Other Buildings&lt;br /&gt;
! Terrain Floor&lt;br /&gt;
! Terrain Up Stair&lt;br /&gt;
! Terrain Down Stair&lt;br /&gt;
! Up Slope&lt;br /&gt;
! Down Slope&lt;br /&gt;
! Constructed Floor&lt;br /&gt;
! Constructed Up Stair&lt;br /&gt;
! Constructed Down Stair&lt;br /&gt;
! Up Ramp&lt;br /&gt;
! Down Ramp&lt;br /&gt;
! No Floor&lt;br /&gt;
|-&lt;br /&gt;
! Workshop&lt;br /&gt;
|No(XZ)||No(XZ)||Yes(X?)||No(XZ)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Other Buildings&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Floor&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Wall&lt;br /&gt;
|No(??)||Yes(??)||Yes(??)||!!(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||Yes(??)||Yes(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Up Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(Z)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Up/Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Ramp&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3202</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3202"/>
		<updated>2008-10-27T08:05:28Z</updated>

		<summary type="html">&lt;p&gt;Xonara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with [[furniture]] from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
==Building Technicalities==&lt;br /&gt;
'''This section is valid as of version 40d.'''&lt;br /&gt;
&lt;br /&gt;
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a &amp;quot;construction&amp;quot; attribute.{{verify}} When you build a down stair over a terrain down stair, for example, the down stair is added as a &amp;quot;construction&amp;quot; attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.&lt;br /&gt;
&lt;br /&gt;
The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady. Up/Down Stairs are identical to Down Stairs, as far as what can be built on them is concerned.&lt;br /&gt;
&lt;br /&gt;
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Yes||Constructions can coexist&lt;br /&gt;
|-&lt;br /&gt;
|No||Constructions conflict&lt;br /&gt;
|-&lt;br /&gt;
|!!||Construction conflict, building in the tile will completely overwrite it&lt;br /&gt;
|-&lt;br /&gt;
|S||Vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|X||Not vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|H||Horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|Z||Not horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|?||Untested, undetermined, or not applicable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Workshop&lt;br /&gt;
! Other Buildings&lt;br /&gt;
! Terrain Floor&lt;br /&gt;
! Terrain Up Stair&lt;br /&gt;
! Terrain Down Stair&lt;br /&gt;
! Up Slope&lt;br /&gt;
! Down Slope&lt;br /&gt;
! Constructed Floor&lt;br /&gt;
! Constructed Up Stair&lt;br /&gt;
! Constructed Down Stair&lt;br /&gt;
! Up Ramp&lt;br /&gt;
! Down Ramp&lt;br /&gt;
! No Floor&lt;br /&gt;
|-&lt;br /&gt;
! Workshop&lt;br /&gt;
|No(XZ)||No(XZ)||Yes(X?)||No(XZ)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Other Buildings&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Floor&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Wall&lt;br /&gt;
|No(??)||Yes(??)||Yes(??)||!!(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||Yes(??)||Yes(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Up Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(Z)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Up/Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Ramp&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3113</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3113"/>
		<updated>2008-10-27T07:31:32Z</updated>

		<summary type="html">&lt;p&gt;Xonara: Proof that wall-floors are constructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --[[User:Xonara|Xonara]] 03:03, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proof that wall-floors are constructions. ==&lt;br /&gt;
&lt;br /&gt;
Well, I built a wall under a terrain floor. The floor didn't change, and the view tile screen didn't indicate a constructed floor. but when I channeled the floor the wall-floor was revealed. So I've hypothesized that the wall-floor was a construction attribute added to the terrain floor, but it let the terrain floor overlap it. Once I channeled the floor there wasn't anything left to overlap the wall-floor and hence it was revealed. --[[User:Xonara|Xonara]] 03:31, 27 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3201</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3201"/>
		<updated>2008-10-27T07:23:59Z</updated>

		<summary type="html">&lt;p&gt;Xonara: slight reformat, removed old/redundant info and merged a sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with [[furniture]] from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
==Building Technicalities==&lt;br /&gt;
'''This section is valid as of version 40d.'''&lt;br /&gt;
&lt;br /&gt;
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a &amp;quot;construction&amp;quot; attribute.{{verify}} When you build a down stair over a terrain down stair, for example, the down stair is added as a &amp;quot;construction&amp;quot; attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.&lt;br /&gt;
&lt;br /&gt;
The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady. Up/Down Stairs are identical to Down Stairs, as far as what can be built on them is concerned.&lt;br /&gt;
&lt;br /&gt;
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Yes||Constructions can coexist&lt;br /&gt;
|-&lt;br /&gt;
|No||Constructions conflict&lt;br /&gt;
|-&lt;br /&gt;
|S||Vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|X||Not vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|H||Horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|Z||Not horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|?||Untested, undetermined, or not applicable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Workshop&lt;br /&gt;
! Other Buildings&lt;br /&gt;
! Terrain Floor&lt;br /&gt;
! Terrain Up Stair&lt;br /&gt;
! Terrain Down Stair&lt;br /&gt;
! Up Slope&lt;br /&gt;
! Down Slope&lt;br /&gt;
! Constructed Floor&lt;br /&gt;
! Constructed Up Stair&lt;br /&gt;
! Constructed Down Stair&lt;br /&gt;
! Up Ramp&lt;br /&gt;
! Down Ramp&lt;br /&gt;
! No Floor&lt;br /&gt;
|-&lt;br /&gt;
! Workshop&lt;br /&gt;
|No(XZ)||No(XZ)||Yes(X?)||No(XZ)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Other Buildings&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Floor&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Wall&lt;br /&gt;
|No(??)|No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||Yes(??)||Yes(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Up Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(Z)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Up/Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Ramp&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3200</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3200"/>
		<updated>2008-10-27T07:12:23Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Building Technicalities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with [[furniture]] from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
==Building Technicalities==&lt;br /&gt;
'''This section is valid as of version 40d.'''&lt;br /&gt;
&lt;br /&gt;
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a &amp;quot;construction&amp;quot; attribute.{{verify}} When you build a down stair over a terrain down stair, for example, the down stair is added as a &amp;quot;construction&amp;quot; attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.&lt;br /&gt;
&lt;br /&gt;
The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady.&lt;br /&gt;
&lt;br /&gt;
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Yes||Constructions can coexist&lt;br /&gt;
|-&lt;br /&gt;
|No||Constructions conflict&lt;br /&gt;
|-&lt;br /&gt;
|S||Vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|X||Not vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|H||Horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|Z||Not horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|?||Untested, undetermined, or not applicable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Workshop&lt;br /&gt;
! Other Buildings&lt;br /&gt;
! Terrain Floor&lt;br /&gt;
! Terrain Up Stair&lt;br /&gt;
! Terrain Down Stair&lt;br /&gt;
! Up Slope&lt;br /&gt;
! Down Slope&lt;br /&gt;
! Constructed Floor&lt;br /&gt;
! Constructed Up Stair&lt;br /&gt;
! Constructed Down Stair&lt;br /&gt;
! Up Ramp&lt;br /&gt;
! Down Ramp&lt;br /&gt;
! No Floor&lt;br /&gt;
|-&lt;br /&gt;
! Workshop&lt;br /&gt;
|No(XZ)||No(XZ)||Yes(X?)||No(XZ)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Other Buildings&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Floor&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Wall&lt;br /&gt;
|No(??)|No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||Yes(??)||Yes(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Up Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(Z)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Up/Down Stair&lt;br /&gt;
|No(??)||No(??)||Yes(??)||No(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||No(??)||Yes(??)&lt;br /&gt;
|-&lt;br /&gt;
!Ramp&lt;br /&gt;
|No(??)||No(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||Yes(??)||No(??)||No(??)||No(??)||No(??)||Yes(XZ)||Yes(??)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It might be that Up/Down Stairs are identical to Down Stairs, as far as what can be built on them is concerned. Strangely, floors won't connect to a tile which has a tree on it. Attempting to build a constructed floor where terrain floor already exist will replace it. Building a wall without a floor above it will cause a floor to be built on the wall, however a constructed wall will never replace anything existing above it with floor. Also, the floors that are on top of constructed wall don't appear to get in the way of anything any more than a terrain floor. If you try to build a new floor on top of a wall it will only temporarily replace the old floor, deconstructing the new floor will bring back the old one. Walls can't be built on constructed floors, but they can be built on top of constructed walls.&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3112</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3112"/>
		<updated>2008-10-27T07:03:48Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Took out bug. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --[[User:Xonara|Xonara]] 03:03, 27 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3111</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3111"/>
		<updated>2008-10-27T07:03:26Z</updated>

		<summary type="html">&lt;p&gt;Xonara: /* Took out bug. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags.&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_desert_scorpion&amp;diff=35309</id>
		<title>40d:Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_desert_scorpion&amp;diff=35309"/>
		<updated>2008-10-27T06:26:01Z</updated>

		<summary type="html">&lt;p&gt;Xonara: added a verify tag to avoid confusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant desert scorpion|symbol=S|color={{COLOR:6:0:0}}|bones=N/A|chunks=10|meat=10|fat=1|skulls=N/A|skin=Chitin|biome=* Badland [[desert]]&lt;br /&gt;
* [[Rock]] desert&lt;br /&gt;
* [[Sand]] desert&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
This giant arachnid is commonly found in [[desert]]s, although they aren't found in large numbers, they are dangerous combatants.  Like [[Giant cave spider]]s, they are capable of using a paralyzing poison.  They also can't feel pain, so they cannot by stunned. On top of that they have excellent vision, so ambushing them is difficult{{verify}}. &lt;br /&gt;
&lt;br /&gt;
However, they don't attack with their tail that often, which is their main poisonous attack, as they attack with their pincers mostly (which can latch).  When they do latch with their pincers, that's when they will sting with their tails.&lt;br /&gt;
&lt;br /&gt;
Their corpses can by used to [[extract]] paralyzing venom{{verify}} (no use at the moment) and antidote to it (also, no use at the moment). Of course they can be sold to [[caravan]]s. When butchered, they will leave no [[bone]]s or [[skull]] and instead of [[leather]] they leave [[chitin]].&lt;br /&gt;
&lt;br /&gt;
Some frustrated Scorpions have been reported to be destroying outside constructs and their [BUILDINGDESTROYER:1] supports this claim.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SCORPION_DESERT_GIANT]&lt;br /&gt;
	[NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[TILE:'S'][COLOR:6:0:0]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5][DIFFICULTY:3]&lt;br /&gt;
	[EXTRACT:giant desert scorpion venom:7:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[EXTRACT_PARALYZE]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:giant desert scorpion antivenin:7:0:0:100]&lt;br /&gt;
	[NATURAL][PET_EXOTIC]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:enormous tails]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:TAIL_STINGER:sting:stings:1:6:PIERCE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:snatch:snatches:1:6:GORE][ATTACKFLAG_CANLATCH][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Grate&amp;diff=38966</id>
		<title>40d Talk:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Grate&amp;diff=38966"/>
		<updated>2008-10-27T06:20:35Z</updated>

		<summary type="html">&lt;p&gt;Xonara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the bucket from a well pass through a grate?  If so, it would be a convenient way to keep dwarves from falling into the well.  --[[User:Okita|Okita]] 10:18, 17, June, 2008 (EDT)&lt;br /&gt;
:Nope, I tried. I did hear that building a floor hatch in the same square as a well works, but I haven't tried it. [[User:Techhead|Techhead]] 09:17, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can fish pass through underwater wall grates? --[[User:Benitosimies|Benitosimies]] 19:08, 10 March 2008 (EDT)&lt;br /&gt;
:All vermin can. --[[User:Someone-else|Someone-else]] 12:24, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Projectiles confirmed to pass through floor grates for v0.27.176.38c.  --[[User:Geofferic|Geofferic]] 03:23, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hmmm that seems quite odd, perhaps Toady could make it perform an accuracy check? Similar to firing through fortifications? --[[User:AlexFili|AlexFili]] 05:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered cats/kittens and children passing through grates with assistance of water? I seem to have a few children, cats, and kittens just falling through a grate that has a lot of water being pulled through it.--[[User:Sphexx|Sphexx]] 05:03, 28 May 2008 (EDT)&lt;br /&gt;
:I.E. Vermin.  -- [[User:Vaevictus|Vaevictus]] 16:38, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've had a whole bunch of grown-up Dorfs pass through wall grates with the help of water. I'm guessing this is not intended? The article is vague on this. [[User:Peppar|Peppar]] 11:09, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
So, grates work with magma then for filtering out undesirables?  i.e., could they be used to keep fire imps out of a channel used to supply a magma centre? {{unsigned|Tenebrys}}&lt;br /&gt;
&lt;br /&gt;
:Sort of. The bug that pushes creatures through grates/bars (with the assistance of fluids) may or may not apply to magma. Creatures also might spawn on the wrong side of the grate, but aside from that, it should work great.&lt;br /&gt;
&lt;br /&gt;
:Also, ''please'' remember to sign your comments. ~ [[User:Midna|Midna]] 01:47, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Adding a double-thick grate might stomp that bug. Umm, assuming creatures that are carried into a grate are h4xx0red to the other side. Hypothetically, a check is performed to see if there's a walkable space at the other end of the grate, and if the check is failed nothing goes through it. So a double-thick grate should ensure the check fails while stile allowing liquid to pass through. Hypothetically of course. --[[User:Xonara|Xonara]] 02:20, 27 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18672</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18672"/>
		<updated>2008-10-27T06:06:51Z</updated>

		<summary type="html">&lt;p&gt;Xonara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''farm''' is a building that allows [[dwarf|dwarves]] to grow [[plant]]s from [[seed]]s. Plants can be used for [[food]] or to [[brew]] [[alcohol]]. Farms built [[outside]] have completely different crops to farms built inside. &lt;br /&gt;
&lt;br /&gt;
In large fortresses, a farm is the most compact way of producing food. Early forts can subsist with [[herbalist]]s collecting plants from [[bush]]es outside  but that is  insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[crops]] for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Building the farm plot ==&lt;br /&gt;
Farm plots must be built on a suitable location and require a dwarf with the [[grower|farming (fields)]] skill enabled to prepare.&lt;br /&gt;
*Farms can be built on [[soil]], [[sand]], [[Soil|silt]], [[clay]] or [[loam]]. &lt;br /&gt;
*To build a farm on [[rock]] you must first make it [[mud|muddy]] by [[irrigation]].&lt;br /&gt;
To place a farm plot enter the {{K|b}}uild menu and select farm {{K|p}}lots. Use the {{K|u}} and {{K|k}} keys to expand the width and height of the plot, and {{K|m}} and {{K|h}} to decrease the size. When the plot is the desired size, and in the right position, pressing {{K|Enter}} will place it. A free dwarf with the [[grower]] skill should then start clearing out any rubble or other impediments away from the farm plot.&lt;br /&gt;
&lt;br /&gt;
==Growing plants==&lt;br /&gt;
See [[Farming#Planting|farming]].&lt;br /&gt;
&lt;br /&gt;
== Suggested size ==&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress. Much smaller plots can serve smaller forts, and if you supplement them with [[herbalist|plant gathering]], [[hunting]], [[fishing]], or [[trade|trading]] they can become smaller to the point of non-existence. &lt;br /&gt;
&lt;br /&gt;
Try to leave a little extra space in [[underground]] farm rooms for farmers to stack spare boulders. Stones that get moved under [[door]]s in a farm will keep them open, causing potential flooding problems if you need to [[irrigation|irrigate]].&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. If your farmers stop working check and see if you accidentally channeled above it. It's assumed something similar can happen to surface plots.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]], for a complete guide&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile_attributes|Tile Attributes]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Xonara</name></author>
	</entry>
</feed>