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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zaranthan</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=Zaranthan"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Zaranthan"/>
	<updated>2026-04-05T15:10:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=135659</id>
		<title>User:Zaranthan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=135659"/>
		<updated>2011-02-03T20:37:52Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dabbling Wikignome&amp;lt;br /&amp;gt;&lt;br /&gt;
Novice Engineer&amp;lt;br /&amp;gt;&lt;br /&gt;
Proficient Furnace Operator&lt;br /&gt;
&lt;br /&gt;
Meet the first Urist: http://www.bay12games.com/forum/index.php?topic=15572.0&lt;br /&gt;
&lt;br /&gt;
Current Fortress: &amp;quot;Mushroomfarms&amp;quot;, a humble attempt to survive in v0.31.18&lt;br /&gt;
&lt;br /&gt;
XXXXXB1&lt;br /&gt;
^^^^^B1&lt;br /&gt;
     B2&lt;br /&gt;
^^^^^B2&lt;br /&gt;
XXXXXB2&lt;br /&gt;
XXXXXRA&lt;br /&gt;
.....RA&lt;br /&gt;
XXXXXRA&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=101198</id>
		<title>v0.31:Reaction examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=101198"/>
		<updated>2010-04-30T16:10:20Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Reaction}}s seem to be causing people some issues. As such, examples would probably be useful for those who'd like some help creating what they want.&lt;br /&gt;
&lt;br /&gt;
==Smelter Emulation==&lt;br /&gt;
&lt;br /&gt;
===Smelt Hematite Ore===&lt;br /&gt;
Simulates the built in smelting of hematite ore.&lt;br /&gt;
 [REACTION:SMELT_IRON_FROM_HEMATITE]&lt;br /&gt;
 [NAME:Smelt hematite to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:HEMATITE]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 iron bar, of basic size.&lt;br /&gt;
&lt;br /&gt;
===Smelt Galena Ore===&lt;br /&gt;
Simulates the built in smelting of galena ore.&lt;br /&gt;
 [REACTION:SMELT_COPPER_FROM_GALENA]&lt;br /&gt;
 [NAME:Smelt galena to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:GALENA]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 copper bar, with a 50% chance of a silver bar.&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
&lt;br /&gt;
==Buckets/Alcohol Reactions==&lt;br /&gt;
&lt;br /&gt;
==Weapon Reactions==&lt;br /&gt;
&lt;br /&gt;
==Misc Item Reactions==&lt;br /&gt;
&lt;br /&gt;
===Cremate Vermin Remains===&lt;br /&gt;
Incinerates all those non-rotting vermin remains so they stop cluttering up your hallways.&lt;br /&gt;
[REACTION:CREMATE_REMAINS]&lt;br /&gt;
   [NAME:cremate remains]&lt;br /&gt;
   [BUILDING:SMELTER:NONE]&lt;br /&gt;
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
   [AUTOMATIC]&lt;br /&gt;
Results in 1 bar of ash, and also automatically populates itself in an idle smelter like the loom cloth and tan a hide tasks.&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=101197</id>
		<title>v0.31:Reaction examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reaction_examples&amp;diff=101197"/>
		<updated>2010-04-30T16:09:31Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Added vermin remains to ash reaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Reaction}}s seem to be causing people some issues. As such, examples would probably be useful for those who'd like some help creating what they want.&lt;br /&gt;
&lt;br /&gt;
==Smelter Emulation==&lt;br /&gt;
&lt;br /&gt;
===Smelt Hematite Ore===&lt;br /&gt;
Simulates the built in smelting of hematite ore.&lt;br /&gt;
 [REACTION:SMELT_IRON_FROM_HEMATITE]&lt;br /&gt;
 [NAME:Smelt hematite to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:HEMATITE]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 iron bar, of basic size.&lt;br /&gt;
&lt;br /&gt;
===Smelt Galena Ore===&lt;br /&gt;
Simulates the built in smelting of galena ore.&lt;br /&gt;
 [REACTION:SMELT_COPPER_FROM_GALENA]&lt;br /&gt;
 [NAME:Smelt galena to bars]&lt;br /&gt;
 [BUILDING:SMELTER:NONE]&lt;br /&gt;
 [REAGENT:A:STONE:NO_SUBTYPE:STONE:GALENA]&lt;br /&gt;
 [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]&lt;br /&gt;
 [FUEL]&lt;br /&gt;
 [SKILL:SMELT]&lt;br /&gt;
Results in 1 copper bar, with a 50% chance of a silver bar.&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
&lt;br /&gt;
==Buckets/Alcohol Reactions==&lt;br /&gt;
&lt;br /&gt;
==Weapon Reactions==&lt;br /&gt;
&lt;br /&gt;
==Misc Item Reactions==&lt;br /&gt;
Incinerates all those non-rotting vermin remains so they stop cluttering up your hallways.&lt;br /&gt;
[REACTION:CREMATE_REMAINS]&lt;br /&gt;
   [NAME:cremate remains]&lt;br /&gt;
   [BUILDING:CREMATORIUM:NONE]&lt;br /&gt;
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
   [AUTOMATIC]&lt;br /&gt;
Results in 1 bar of ash, and also automatically populates itself in an idle smelter like the loom cloth and tan a hide tasks.&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=92791</id>
		<title>40d:Meeting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=92791"/>
		<updated>2010-04-14T19:31:24Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Added AV template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
[[Noble]] [[dwarves]] need to schedule occasional '''meetings''' with [[liaison|representatives]] from the homelands and foreign [[diplomat]]s.  Meetings generally begin when the seasonal [[caravan]] arrives; merchants and traders usually have a diplomat accompanying them. Diplomats will meet with the [[expedition leader]], [[mayor]], [[baron]], [[count]], [[duke]], or [[king]], whichever is of highest rank, while guild representatives will meet with your [[broker]] to discuss [[trade]] agreements.  The foreigner will follow the relevant [[dwarf]] around the [[fortress]] until the meeting is finished;  if your nobles have a lot of labors turned on, the meeting might take several [[calendar|months]] to conclude.&lt;br /&gt;
&lt;br /&gt;
If the dwarf has an [[office]], the meeting will take place there;  a high-quality office will give the dwarf who scheduled the meeting a happy [[thought]], while a poor office will upset the dwarf.  If the dwarf does not have an office, the meeting will take place in a [[meeting hall]], which is to say a [[dining room]] that has the &amp;quot;Meeting Hall&amp;quot; option turned on.  Meeting in public sometimes embarrasses the dwarf, who receives an unhappy thought from having to conduct a meeting in such circumstances.  Also, if your leader is taken by a [[strange mood]] during the meeting, the [[diplomat]] will leave unhappy.&lt;br /&gt;
&lt;br /&gt;
Unhappy civilians sometimes schedule their own meetings with the [[Leader]] in order to yell at him or her.  The leader will use a social [[Skill]], such as [[Consoler]], to calm the unhappy dwarf with results depending on the leader's skill level.  This process is a bit buggy -- if the leader is interrupted during the meeting, the civilian will sometimes get stuck in the &amp;quot;Conduct Meeting&amp;quot; labor.  Drafting and undrafting the civilian might help snap them out of it.&lt;br /&gt;
&lt;br /&gt;
Non-[[legendary]] dwarves, if left idle for long period of time, will periodically meet with the [[manager]] to complain about job scarcity.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[Leader]]&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Room&amp;diff=92776</id>
		<title>v0.31:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Room&amp;diff=92776"/>
		<updated>2010-04-14T18:46:35Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Elven}}&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=87017</id>
		<title>User:Zaranthan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=87017"/>
		<updated>2010-04-08T15:15:54Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dabbling Wikignome&amp;lt;br /&amp;gt;&lt;br /&gt;
Novice Engineer&amp;lt;br /&amp;gt;&lt;br /&gt;
Proficient Furnace Operator&lt;br /&gt;
&lt;br /&gt;
Meet the first Urist: http://www.bay12games.com/forum/index.php?topic=15572.0&lt;br /&gt;
&lt;br /&gt;
Current Fortress: &amp;quot;Mushroomfarms&amp;quot;, a humble attempt to survive in v0.31.01&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=87014</id>
		<title>v0.31:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=87014"/>
		<updated>2010-04-08T15:05:32Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Created placeholder with Article Version template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=86191</id>
		<title>40d:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Computing&amp;diff=86191"/>
		<updated>2010-04-07T17:42:41Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Updated remaining global namespace links to 40d:, removed red link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Computing in dwarf fortress is the practice of setting up complex constructions to perform logical operations and calculations, ideally to control some functionality of your fortress, or such a doddle. Even if it isn't a young concept anymore, there is still lots of room for improvement and development. One reason is that there are many ways to solve one problem. Innovation and invention is encouraged.&lt;br /&gt;
== General ==&lt;br /&gt;
&amp;lt;!-- ''&amp;quot;So, what is computing? Let's pretend to be stupid ...&amp;quot;'' [http://en.wikipedia.org/wiki/Die_Feuerzangenbowle Die Feuerzangenbowle]&amp;lt;br /&amp;gt; --&amp;gt;&lt;br /&gt;
Concepts of computing in dwarf fortress are far away from what you can call a programmable computer. Even though all necessary components are proven to exist, a construction working like a real computer may be too complex to be built in dwarf fortress. Nevertheless, early computing machines and electronic devices are comparably simple. These concepts can be easily transferred into dwarf fortress. So dwarfputing is more or less a kind of electronics, casting logic in hardware.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Binary information ===&lt;br /&gt;
Binary information can have one of two possible states: true or false, respectively 1 or 0. In dwarf fortress they can be represented by different entities:&lt;br /&gt;
* on/off state or signal of a [[40d:trigger|trigger]]&lt;br /&gt;
* power or connection state of a [[40d:machine component|machine component]]&lt;br /&gt;
* open or closed state of a [[40d:door|door]] or similar buildings&lt;br /&gt;
* [[40d:pressure plate|low/high]] or [[40d:flow|flowing/standing]] [[40d:water|fluid]]&lt;br /&gt;
* present [[40d:creature|creature]]s and [[40d:dwarf|borgs]]&lt;br /&gt;
* ...&lt;br /&gt;
Electronic devices and computers base on this elementary form of information, and if you want to go into computing, you’ll have to familiarize with it. [http://en.wikipedia.org/wiki/Propositional_calculus propositional calculus]&lt;br /&gt;
=== Input/Output ===&lt;br /&gt;
Input can be any trigger - [[40d:lever|lever]] or [[40d:pressure plate|pressure plate]]. Typically your dwarfs are pulling levers, creatures are walking over your pressure plates, or fluid is covering those plates to initiate computing. The bottom line is you'll always have levers, pressure plates, or a combination of both sending binary signals: on/off.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: Although [[40d:pressure plates|pressure plates]] can be constructed to trigger at different fluid levels, the output will always be just a binary on/off. So everything you build will have a binary base.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Input elements&lt;br /&gt;
* manual: [[40d:lever|lever]] -&amp;gt; binary on/off signal&lt;br /&gt;
* triggered: [[40d:pressure plate|pressure plate]] -&amp;gt; binary on/off signal&lt;br /&gt;
&lt;br /&gt;
According to input, output can be anything that is able to react to an on/off signal. This can be doors, bridges, floodgates allowing or stopping flow, gears controlling pumps and much more. Just refer to the [[40d:lever#On/Off states|lever]] page for a detailed list. Independent of what you finally want to control with your dwarfputer, there are always pressure plates generating this signal. In some special configurations - when [[40d:mechanical logic|mechanical logic]] is involved - output may not be a on/off signal but power, thus running or not running a machine component.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Output elements&lt;br /&gt;
* signal: [[40d:pressure plate|pressure plate]] -&amp;gt; binary on/off signal -&amp;gt; linkable Object(s)&lt;br /&gt;
* power: [[40d:gear assembly|gear assembly]] -&amp;gt; binary power on/power off -&amp;gt; machine&lt;br /&gt;
&lt;br /&gt;
=== Binary logic ===&lt;br /&gt;
Basic binary logic takes one or two input bits and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
* NOT - takes one input and returns the opposite of the input&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A &lt;br /&gt;
! NOT&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
* AND - takes two inputs and returns true if both inputs are true&lt;br /&gt;
* OR - takes two inputs and returns true if at least one input is true&lt;br /&gt;
* XOR - takes two inputs and returns true if exactly one input is true&lt;br /&gt;
* NAND - takes two inputs and returns true if either input is false&lt;br /&gt;
* NOR - takes two inputs and returns true if both inputs are false&lt;br /&gt;
* NXOR - takes two inputs and returns true if both inputs are identical&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A &lt;br /&gt;
! input B&lt;br /&gt;
! AND&lt;br /&gt;
! OR&lt;br /&gt;
! XOR&lt;br /&gt;
! NAND&lt;br /&gt;
! NOR&lt;br /&gt;
! NXOR&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other gates. Some gates are easier to create or need fewer components than others depending on what discipline your logic relies on.&lt;br /&gt;
=== Complex gates ===&lt;br /&gt;
* [[40d:Latch|Latch]] - storing and reading a single binary value&lt;br /&gt;
* [[40d:Repeater|Repeater]] - sending a repeating signal&lt;br /&gt;
* [[40d:Counter|Counter]]/[[40d:Adder|Adder]] - binary calculation&lt;br /&gt;
== Disciplines ==&lt;br /&gt;
There are 4 main disciplines of dwarfputing, depending on what will drive the dwarfputer. Each of them has its assets and drawbacks. &lt;br /&gt;
=== Fluid logic ===&lt;br /&gt;
[[40d:Fluid logic|Fluid logic]] is controlling the ''flow of fluid'' over different pressure plates. Fluid logic can be easily constructed and every known logic gate in dwarf fortress has already been built with it. On the other hand this discipline depends on a somehow unlimited source of the used fluid to deal with its [[40d:evaporation|evaporation]] and [[40d:Water#Water_in_Fortress_Mode|destruction]].&lt;br /&gt;
=== Mechanical logic ===&lt;br /&gt;
[[40d:Mechanical logic|Mechanical logic]] uses systems of axles and [[40d:gear assemblies|gear assemblies]] to build logical gates. Mechanical logic reacts very fast and can be easily constructed. Especially the feature of gears to toggle on every signal instead of reacting different to on/off signals makes mechanical logic gates very flexible. On the other hand this discipline depends on much mechanical power. And because of the lack of some kind of rotation sensor, you will generally need a pump, a pressure plate and any fluid to convert power into on/off signals.&lt;br /&gt;
=== Borg logic ===&lt;br /&gt;
[[40d:Borg logic|Borg logic]] controlling the path of your dwarves to direct them over pressure plates. They will be driven by constant hauling jobs or military designations. Pressure plates are used in similar setups to those in the fluid logic method. It is theorized that Borg logic would be quicker and easier to set up than fluid logic, although it would require a very large population dedicated to nothing but borging. The tendency of dwarves to eat, sleep, drink, makes this discipline quite unreliable. There are no known examples of borg logic, and it is purely theoretical at this time. Maybe the discovery of [[40d:one-way|one-way]] ramps will push its development.&lt;br /&gt;
=== Animal logic ===&lt;br /&gt;
[[40d:Animal logic|Animal logic]] is like borg logic but uses animals or captured hostiles to trigger pressure plates. Animals have a natural 'follow the leader' tendency and never starve. Hostiles will always target your dwarves and will also need no food or sleep.&lt;br /&gt;
== Examples ==&lt;br /&gt;
There are few examples of a really useful dwarfputer and some concepts which have the potential to become useful for others. But in most cases they are made just for fun. What doesn't mean to diminish their designers achievements, because these are in general the more complex ones.&amp;lt;br /&amp;gt;At the moment there are no known examples of animal or borg logic.&lt;br /&gt;
=== Useful ===&lt;br /&gt;
* Magma trap&lt;br /&gt;
** This is an example of a useful dwarfputer controlling a magma trap. It automatically floods an area with lava, cleans up and resets afterwards. The timing is perfectly adjusted to let the victims vanish only leaving their valuable metal behind.&amp;lt;br /&amp;gt;video: http://mkv25.net/dfma/movie-1808-perfectmagmatrap&amp;lt;br /&amp;gt;design: http://i576.photobucket.com/albums/ss208/kanddak/magmatrap.png&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
* repeater&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1370-pump-basedautorepeater&lt;br /&gt;
* adding machine&lt;br /&gt;
** mechanical logic, 6-bit: http://mkv25.net/dfma/movie-1561-addingmachine&lt;br /&gt;
** fluid logic, 8-bit: http://mkv25.net/dfma/movie-1084-numberabbeydemonstration&lt;br /&gt;
=== Such a doddle ===&lt;br /&gt;
* decimal display for 4-bit binary input&lt;br /&gt;
** mechanical logic, decimal with overflow-bit: http://mkv25.net/dfma/movie-1745-dwarfputerv01&lt;br /&gt;
** probably fluid logic: http://mkv25.net/dfma/movie-1657-7segmentlcddisplay&lt;br /&gt;
** fluid logic, hexadecimal: http://mkv25.net/dfma/movie-1092-7-segmentdisplaydemonstration&lt;br /&gt;
* tic tac toe&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1813-tictactoev10simple&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[40d:Animal logic|Animal logic]]&lt;br /&gt;
* [[40d:Fluid logic|Fluid logic]]&lt;br /&gt;
* [[40d:Mechanical logic|Mechanical logic]]&lt;br /&gt;
* [[40d:Repeater|Repeater]]&lt;br /&gt;
&lt;br /&gt;
== Related user pages ==&lt;br /&gt;
[[User:BaronW]] - A calculator capable of addition and subtraction with inputs of up to 1023.&lt;br /&gt;
&lt;br /&gt;
[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
&lt;br /&gt;
[[User:Kyace/Adder]] - A full adder built using fluid logic, with a video of a rough prototype. Trivial to combine 8 of these to make a fluid device capable of adding two 8 bit numbers together.&lt;br /&gt;
&lt;br /&gt;
[[User:Soundandfury#Logic_Gates]] - These have a water supply reservoir above and a drain below.  The drained water can be pumped back to the supply reservoir.&lt;br /&gt;
&lt;br /&gt;
[[User:Bidok]] - Animal logic with all gates, memory, repeater and counter. All powered by kittens.&lt;br /&gt;
&lt;br /&gt;
[[User:LordOOTFD#Animal_Logic]] - Animal logic with fast complex gates, building upon Bidok's kitten powered systems.&lt;br /&gt;
&lt;br /&gt;
[[User:Hussell#Assorted_Devices]] - Fluid logic&lt;br /&gt;
&lt;br /&gt;
[[User:Gammon]] - Fluid logic. Very detailed CMOS gates.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Computing]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=85188</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=85188"/>
		<updated>2010-04-06T15:12:49Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Removed Red Link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Chasms''' are a feature that appear infrequently in [[40d:mountain|mountain]]ous [[40d:biome|biome]]s. They are a [[40d:cave|cave]] system identified by not having a [[40d:floor|floor]] on the lowest level (which is instead marked &amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; and described as &amp;quot;Chasm&amp;quot; when loo{{k|k}}ed at).&lt;br /&gt;
&lt;br /&gt;
Chasms come in two forms: standard chasms, which look something like a river system (a bottomless &amp;quot;Grand Canyon&amp;quot;), and &amp;quot;bottomless pits&amp;quot;, which are like a [[40d:magma pipe|magma pipe]] without the magma.  Chasms are much more common on named mountains and [[40d:volcano|volcano]]es, along with other special features such as [[40d:cave river|cave river]]s.&amp;lt;&amp;lt;small&amp;gt;is this still true?&amp;lt;/small&amp;gt;&amp;gt; Chasms may either be open to the sky, or fully [[40d:underground|underground]] and not visible until breached by a miner, at which point the entire chasm is revealed.  When this happens, the game will pause with the [[40d:announcement|announcement]] &amp;quot;'''You have discovered a large chasm cleft through the mountain.'''&amp;quot; or &amp;quot;'''You have discovered a deep pit in the mountain.'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Chasms are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_CHASM (for tributaries) and SHOW_EMBARK_PIT (for pits) to ALWAYS in [[40d:init.txt|init.txt]].  They must also be set to be shown during [[40d:advanced world generation|world generation]].  On the local map, standard chasms will show up as a gray '#' (usually a line of them) and a bottomless pit as a gray  &amp;quot;{{TST|○}}&amp;quot; / '○' (the [[40d:Tilesets|symbol]] also used for [[40d:well|well]]s).&lt;br /&gt;
&lt;br /&gt;
The presence of Extreme [[40d:Cliff|Cliff]]s (20+) on the Local Map is sometimes indicative of a chasm, though this may be coincidental.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Forms==&lt;br /&gt;
===Standard===&lt;br /&gt;
The beginning of a standard chasm appears similar to the fringed tributary section of a brook sometimes seen in mountain areas, and the rest looks pretty much like the watercourse of a brook or river (though with small caves in the walls). Appears as {{tile|#|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tributary chasm.JPG|Standard chasm showing lowermost level descending to the depths]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;Vent&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bottomless pit===&lt;br /&gt;
:''Note: See [[40d:Pit|Pit]] for other uses.''&lt;br /&gt;
&lt;br /&gt;
A bottomless pit, also called a vent chasm, has a similar appearance to a magma pipe, except it does not contain magma. Appears as {{tile|○|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
Chasms provide a convenient method for permanently disposing of any unwanted items. Simply designate a [[40d:activity zone#Garbage Dump|garbage dump activity zone]] on a walkable tile adjacent to the chasm, then mark your unwanted items for {{key|d}}umping. [[40d:Standing orders|Standing orders]] can be used to automatically dump particular types of refuse. If the chasm is inhabited by [[40d:creatures|creatures]], [[40d:dwarves|dwarves]] may cancel the dump task if the creatures are too close, even if they are technically unreachable. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
'''Historical note''': In the 2D version, there were no activity zones, and items marked for &amp;quot;chasming&amp;quot; would be automatically tossed into the chasm. Additionally, the chasm could spawn monsters, and dumping things into the chasm would provoke attacks. Pouring a sufficient amount of [[40d:magma|magma]] into the chasm would exterminate them (and a red line would be displayed along the center of the chasm to denote this). This no longer occurs in the current version.&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of dumping by building a platform over the chasm, and then severing the platform from the [[40d:wall|wall]], to permanently dispose of garbage, excess [[40d:stone|stone]] or [[40d:Unfortunate accident#Sacred pulpit|nobles]] set on top. The severed platform will disappear into the darkness below, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Chasms are frequently home to [[40d:cave spider|cave spider]]s and [[40d:purring maggot|purring maggot]]s, making them a potential source of [[40d:silk|silk]] and [[40d:dwarven milk|dwarven milk]]. As the chasm exposes every layer to view, they provide access to easily identified resources such as [[40d:ore|ore]] deposits and [[40d:gem|gem]]s.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
[[40d:Dwarves|Dwarves]] fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[40d:iron man|iron men]], [[40d:troglodyte|troglodyte]]s, [[40d:giant cave swallow|giant cave swallow]]s, [[40d:antman|antmen]], [[40d:giant cave spider|giant cave spider]]s, [[40d:ratman|ratmen]], [[40d:batman|batmen]], [[40d:troll|troll]]s and [[40d:gremlin|gremlin]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurers Beware ==&lt;br /&gt;
Creatures will spawn near chasms every time you enter the region, leading to the death of any fortress you visit.  This only applies to adventure mode.  A sure formula for [[40d:fun|fun]]!&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Opal&amp;diff=85186</id>
		<title>v0.31:Opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Opal&amp;diff=85186"/>
		<updated>2010-04-06T15:07:27Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Created placeholder with Article Version template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Opal&amp;diff=85185</id>
		<title>40d:Opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Opal&amp;diff=85185"/>
		<updated>2010-04-06T15:06:41Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Added AV template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''Opal''' is a broad category of ornamental (low-value) and semi-precious (mid-value) [[Gem#Varieties|gems]].  The exact gem will be one of a couple dozen specific types of opal, such as bandfire opal, pipe opal or pineapple opal.  All Opals in Dwarf Fortress are listed in the tables, below.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Opal&amp;quot; is also the name of the eleventh month of the dwarven [[calendar]], covering mid-Winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Ornamental Opals''===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=amber opal|value=10×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bone opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cherry opal|value=10×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gold opal|value=10×|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jasper opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss opal|value=10×|color={{Raw Tile|B|#080|#080}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pineapple opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pipe opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase opal|value=10×|color={{Raw Tile|B|#080|#080}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=resin opal|value=10×|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=shell opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wax opal|value=10×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wood opal|value=10×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Semi-Precious Opals''===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=bandfire opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black opal|value=30×|color={{Raw Tile|K|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=claro opal|value=20×|color={{Raw Tile|D|#00F|#00F}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=crystal opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire opal|value=15×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=harlequin opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jelly opal|value=15×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=levin opal|value=20×|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pinfire opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=precious fire opal|value=20×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red flash opal|value=20×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Opal&amp;diff=85183</id>
		<title>40d:Opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Opal&amp;diff=85183"/>
		<updated>2010-04-06T15:06:06Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: moved Opal to 40d:Opal:&amp;amp;#32;Namespace Shift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Opal''' is a broad category of ornamental (low-value) and semi-precious (mid-value) [[Gem#Varieties|gems]].  The exact gem will be one of a couple dozen specific types of opal, such as bandfire opal, pipe opal or pineapple opal.  All Opals in Dwarf Fortress are listed in the tables, below.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Opal&amp;quot; is also the name of the eleventh month of the dwarven [[calendar]], covering mid-Winter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Ornamental Opals''===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=amber opal|value=10×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bone opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cherry opal|value=10×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gold opal|value=10×|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jasper opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss opal|value=10×|color={{Raw Tile|B|#080|#080}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pineapple opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pipe opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase opal|value=10×|color={{Raw Tile|B|#080|#080}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=resin opal|value=10×|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=shell opal|value=10×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wax opal|value=10×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wood opal|value=10×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Semi-Precious Opals''===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=bandfire opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black opal|value=30×|color={{Raw Tile|K|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=claro opal|value=20×|color={{Raw Tile|D|#00F|#00F}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=crystal opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire opal|value=15×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=harlequin opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jelly opal|value=15×|color={{Raw Tile|A|#880|#880}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=levin opal|value=20×|color={{Raw Tile|I|#FF0|#FF0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pinfire opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=precious fire opal|value=20×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red flash opal|value=20×|color={{Raw Tile|F|#F00|#F00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white opal|value=20×|color={{Raw Tile|E|#FFF|#FFF}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=84280</id>
		<title>v0.31:Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=84280"/>
		<updated>2010-04-05T18:15:06Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Created placeholder with Article Version template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metal_bars&amp;diff=73431</id>
		<title>Metal bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metal_bars&amp;diff=73431"/>
		<updated>2010-03-18T14:09:01Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Redirected page to 40d:Metal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Metal]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metal_bar&amp;diff=73430</id>
		<title>Metal bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metal_bar&amp;diff=73430"/>
		<updated>2010-03-18T14:08:25Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Redirected page to 40d:Metal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Metal]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metals&amp;diff=73425</id>
		<title>Metals</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metals&amp;diff=73425"/>
		<updated>2010-03-18T14:07:02Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Redirected page to 40d:Metal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Metal]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chaos_Reigns&amp;diff=73424</id>
		<title>Chaos Reigns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chaos_Reigns&amp;diff=73424"/>
		<updated>2010-03-18T14:06:43Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Redirected page to Modification:Chaos Reigns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Modification:Chaos Reigns]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Prickle_berries&amp;diff=73423</id>
		<title>Prickle berries</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Prickle_berries&amp;diff=73423"/>
		<updated>2010-03-18T14:06:22Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Redirected page to Prickle berry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[prickle berry]]&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=58401</id>
		<title>40d Talk:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=58401"/>
		<updated>2009-11-17T18:32:48Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interesting color to help the newbies for things that have no other use.--[[User:Zchris13|Zchris13]] 01:27, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Color Column=&lt;br /&gt;
I think breaking out the color into a separate column (perhaps featuring a block of the actual color) would be very useful. Thoughts? --[[User:Aristoi|Aristoi]] 17:04, 22 May 2009 (UTC)&lt;br /&gt;
:That would be kinda awesome. Any chance someone could could do a breakdown of &amp;quot;How to find&amp;quot;? I've had 12 different embark sites, and I can't for the life of me find one with bauxite... [[User:Decius|Decius]] 17:34, 22 May 2009 (UTC)&lt;br /&gt;
:::Color columns: +1.  Do it! You could also just copy/past the tiles from the original table on the [[stone]] page - that would be even better, more info. --[[User:Albedo|Albedo]] 22:35, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Bauxite]] has a chance of being in any [[Sedimentary layer]].--[[User:Mrdudeguy|Mrdudeguy]] 19:26, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=How to Find=&lt;br /&gt;
:Re &amp;quot;How to Find&amp;quot; - that would be a diff article, but maybe another we need. This is NOT intended as a guide to everything about the rocks! This is uses for rock - for newbies - so KISS is the rule. Important associations and significance when a new stone is discovered, ''not'' where to find them or why they are not so valuable. Other articles are expected to have &amp;quot;complete info&amp;quot;, and newbies should get used to doing their own simple research if they are interested. Trying to include minor info will clutter this sort of presentation, which is fairly large as it stands. For now, click [[bauxite]], read that page, look at the relationships, click those links - figure it out.--[[User:Albedo|Albedo]] 22:35, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is also going to be irrelevant in later versions due to more rocks having realistic melting temperatures and therefore more magma safe.--[[User:Mrdudeguy|Mrdudeguy]] 22:54, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I didn't intend to ask for a complete guide, just enough that I could target my exploration efforts to where it could actually be. Is the standard way of finding things really &amp;quot;Exploratory mining throughout all areas of all biomes that could contain it&amp;quot;? (Or reveal.exe?) Even showing all features in the map, I don't know of a better way to find coal, much less adamantine. [[User:Decius|Decius]] 23:50, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added a basic &amp;quot;how to&amp;quot;, not a complete guide. And yes, that's it - there's no magic to it.  There is a bit of local knowledge re what layers/stones might contain what, and depending on what you're looking for (layers, features, large clusters, veins, small clusters) the exact choice of tactics for the exploratory mining varies, but yeah - you dig blind until you stumble upon what you're looking for.  That's how &amp;quot;mining&amp;quot; works (in the absence of Reveal.)&lt;br /&gt;
&lt;br /&gt;
:::Example: For coal: We know it's in sedimentary, we know it's a vein, and we know (from [[vein|veins &amp;amp; clusters]] that a vein covers about 3-4 tiles wide and rarely goes in a straight line. So a shaft-grid every 6 tiles is bound to stab into it or right next to it, either of which will reveal it. We also know that area blocks are 48x48.  So once we find an area block with a sedimentary layer, we count and find its borders, and dig our starting shaft in 6 diagonal from one corner - and we find out how deep those sedimentary layers go.  Then maybe 12 diagonal in from that, and then 12 and 12 more across the block, from one corner to the other.  That's 4 shafts in a diagonal across the whole thing.  4 more form a &amp;quot;cross&amp;quot; on the other diagonal if we want. At most, that's 16 to pepper the whole thing at 12-tile intervals - just to start, to get a feel for &amp;quot;what's down there&amp;quot;.  If we find a large cluster of cheap stone in the middle, we ignore that whole central area and stick to the edges - no sense digging in the middle of a large cluster of microcline, at least not on that [[z-level]]. (And we know from that veins &amp;amp; clusters page that a &amp;quot;large cluster&amp;quot; is about 20x40 - nice big area to avoid.)  From there, if we have to, we fill in with a 6-wide pattern to search where we want.  If that doesn't find it, either we're incredibly unlucky, or it's not in that block and we move on to the next one.&lt;br /&gt;
&lt;br /&gt;
:::And that's mining, RL and DF.--[[User:Albedo|Albedo]] 00:29, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::And here I am, thinking you were keeping the arcane knowledge secret. I thought that there was some equivalent of exploratory and mining ''geology'' to be had. (E.G. x forms near boundary between Y and Z) RL geology has elements of &amp;quot;Figure out where it is&amp;quot; and &amp;quot;Look for it&amp;quot; too, but modern geology leans more toward &amp;quot;Figure out where it is&amp;quot; then &amp;quot;Dig shafts everywhere&amp;quot;. [[User:Decius|Decius]] 01:25, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I won't say there isn't - just no one's noticed/deciphered it (or if they have they're not talking). Toady has some skill at both geology and simulation - what elements he's incorporated, and how that is presented in the game, I have no idea.--[[User:Albedo|Albedo]] 01:48, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Column Size==&lt;br /&gt;
The sizes of the columns are rather excessive, especially Aluminum, bauxite, and magnetite.  Also includes some unnecessary humor.  Bad jokes.--[[User:Zchris13|Zchris13]] 18:05, 24 May 2009 (UTC)&lt;br /&gt;
:Edit - I missed [[User:Lamp|Lamp]]'s earlier edits - just came here and saw your comments. After a series of edits, it's back to where it should be. I hope.&lt;br /&gt;
:Lamp - your changes were not consistent with the text of the rest of the article, nor the layout of other stones.  There are 4 &amp;quot;value&amp;quot; categories for metals - low, mid, high, and highest (2, 10, 30 &amp;amp; 40).  The diff between 30 &amp;amp; 40 is only 33% - significant enough for a rough distinction, and that's all this article is presenting - a new-comer's rough understanding.  Adamantine is clearly explained as &amp;quot;not exactly a metal&amp;quot;, w/ additional emphasis on its value.  --[[User:Albedo|Albedo]] 22:26, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Purpose of Article?==&lt;br /&gt;
What was the original purpose of this article?  I get this feeling that some of what is here, although useful, is not part of the original purpose. I might be wrong.--[[User:Zchris13|Zchris13]] 18:42, 25 May 2009 (UTC)&lt;br /&gt;
:As defined in the opening paragraph of this article (''always a good place to look, at least to start)'', if a new user strikes X type of rock, this article will tell them whether it's valuable or not. So, at a base level, it gives a''' basic idea of the uses of that rock''' - so you've struck microcline or platinum or rhyolite or obsidian, so what?.  That has necessarily broadened a bit to add a ''minimum'' understanding of concepts like &amp;quot;material value&amp;quot; and &amp;quot;smelting&amp;quot;, without which the comments might be largely meaningless.&lt;br /&gt;
&lt;br /&gt;
:Since it's a wiki, some small latitude should be allowed - but we're not here to tell people where to find rock, nor what the obscure implications are between a layer and rocks within that and the gems within those - just &amp;quot;What does this rock mean?&amp;quot; at a basic level.  What you need to know the first day you play.--[[User:Albedo|Albedo]] 03:12, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In other words, what should be in the quick-start rules of the manual. It's hard to get new alpha testers when the bar to entry is too high. [[User:Decius|Decius]] 04:39, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== note on consistency ==&lt;br /&gt;
&lt;br /&gt;
Nice page, but a few things:  &lt;br /&gt;
&lt;br /&gt;
No time to edit myself, so I will just jot it down now.&lt;br /&gt;
&lt;br /&gt;
Need consistency in ore ratings.  Aluminum is &amp;quot;high&amp;quot; platinum is &amp;quot;highest&amp;quot; but they're the same value, no?  Also see the iron ores.  Oh and then Adamantine is &amp;quot;THE highest&amp;quot;.  In my opinion, Gold should be &amp;quot;high&amp;quot;, Platinum and Aluminum &amp;quot;very high&amp;quot; and Adamantine &amp;quot;highest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just a pet peave, but please use proper spelling.  &amp;quot;Altho&amp;quot; is not proper spelling.&lt;br /&gt;
&lt;br /&gt;
Good work.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 22:49, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mechanism Error? ==&lt;br /&gt;
&lt;br /&gt;
In the extra note on bauxite, it states that mechanisms may only be made out of stone. This is not the case however, metal mechanisms can be forged in the trap comp section of a metal smith's forge. Not only that, raw adamantine(a rock) can be made into mechanism too. [[User:Althalus|Althalus]] 07:24, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
PS: it also would be a good idea to mention that adamantine must be made into strands and then into wafers, and it takes 3x as many wafers as it would bars.&lt;br /&gt;
 ...metal mechanisms can be forged in the trap comp section of a metal smith's forge...&lt;br /&gt;
:Since when?  Mine lists only the 5 trap weapons.  You using a mod? (''Adamantine'' mechs, yes, but that's advanced stuff imo. Could add for accuracy, I guess.)&lt;br /&gt;
:And don't look now, but &amp;quot;a rock&amp;quot; ''is'' stone.  This is not a complete guide to everything about anything listed here - this is a ''basic'' guide about types of stone, for newer players.  &amp;quot;Adamantine is really valuable&amp;quot; - nuff said as far as that's concerned.  Any additional comment would only be incomplete and open more doors to more details.  We're trying to avoid sprawl and redundancies.  If they want more, they should go to that article, that's what the links are for.--[[User:Albedo|Albedo]] 16:02, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was pointing out that raw adamantine WAS a stone and it states bauxite is the magma safe rock. And if its a &amp;quot;basic&amp;quot; we should at least add that adamantine can be used to construct anything but beds.(others?) [[User:Althalus|Althalus]] 18:34, 12 June 2009 (UTC)&lt;br /&gt;
::Mmmmm - The way I see it, I don't think there's anything &amp;quot;basic&amp;quot; about adamantine.  By the time they find that, hopefully, they'll be past this guide, and know to look it up.  For example... how long were you playing before you actually had some raw adamantine staring you and your miners in the face? If you were on the wiki, did you assume it was &amp;quot;just like everything else&amp;quot;, or did you look it up, then or long before?  There are enough comments (&amp;quot;Adamantine is not exactly a metal&amp;quot;, etc), to give them the clue. Imo. --[[User:Albedo|Albedo]] 16:15, 13 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Ore Uses=&lt;br /&gt;
Wouldn't it be appropriate to list the ores uses?  Specifically 'Weapons and Armor', 'Crafts', and 'Special'(for Adamantine)&lt;br /&gt;
[[User:Granite26|Granite26]] 18:54, 28 July 2009 (UTC)&lt;br /&gt;
:I don't think so. The ores link to their smelted metals. If you want to know more about the metal, you can check the metal page. This page is about rocks. --[[User:Zaranthan|Zaranthan]] 18:32, 17 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36691</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36691"/>
		<updated>2009-03-17T13:58:58Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|63}}|{{#expr: ({{rand2|10}}+53)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Level&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36690</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36690"/>
		<updated>2009-03-17T13:57:54Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: +63&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|61}}|{{#expr: ({{rand2|10}}+51)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Level&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hauling&amp;diff=38713</id>
		<title>40d Talk:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hauling&amp;diff=38713"/>
		<updated>2009-03-10T16:20:00Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: /* Item hauling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Will dwarves automatically haul whatever they need to make something (e.g.: wooden barrel) at a workshop, or does the specific hauling setting for that item type (e.g.: wood hauling) need to be activated? --[[User:Wabbiteh|Wabbiteh]] 21:58, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves automatically gather raw materials needed to produce things.  Hauling is only needed to move things into stockpiles or dump them in a designated dumping zone. [[User:Bouchart|Bouchart]] 22:57, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Strength building ==&lt;br /&gt;
&lt;br /&gt;
This article could use some more details, such as the fact hauling stone is a good method for building strength of dwarves (namely, soldiers in training).  If anyone knows the formula, and if it applies to more than just stone, that may be helpful.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eddie|Eddie]]&amp;lt;/small&amp;gt;18:56, 5 July 2008 &lt;br /&gt;
:I have rock haulers - who have no other task enabled - who have been rock haulers for several years. They are no stronger then when they started. Miners develop strength far more quickly and it would seem pump operators too but I haven't done anything with pumps yet.[[User:GarrieIrons|GarrieIrons]] 02:17, 6 July 2008 (EDT)&lt;br /&gt;
: According to the [[experience]] page Dwarfs only gain attributes from tasks associated with a skill. As there is no hauling skill, dwarfs don't get strength from lugging stone around.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dangerous Beans|Dangerous Beans]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I built a single useless pump and set all my haulers to run it manually. They take turns gaining experience while the others do their duties. [[User:Scribbler|Scribbler]] 11:13, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Umm, metal bars? ==&lt;br /&gt;
Is this Item or stone? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drunken|Drunken]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Bars/Blocks -[[User:Fuzzy|Fuzzy]] 17:12, 30 September 2008 (EDT)&lt;br /&gt;
:Oh, right... :-p wrong paradigm. In my experience, it's Item hauling. I've seen people with stone-hauling turned off move the bars. -[[User:Fuzzy|Fuzzy]] 17:13, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trade Depot Hauling ==&lt;br /&gt;
&lt;br /&gt;
I just saw a dwarf who only has the Burial, Refuse and Cleaning hauling-tasks listed on my Unit menu with the task &amp;quot;Bring Item to Depot.&amp;quot; Does this imply that all dwarves will bring items to the Trade Depot, or is this just some kind of fluke? [[User:RomeoFalling|RomeoFalling]] 07:47, 13 October 2008 (EDT)&lt;br /&gt;
: Pretty sure it's everyone just like harvesting. Unlike harvesting, there's no way to turn this off, although it is on the list of cancellable jobs. -[[User:Fuzzy|Fuzzy]] 08:26, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Can someone confirm this? That info should really be on the Hauling page, if it's true. I've wasted *hours* trying to micromange dwarves into moving things to the Depot. When added, we should explicitly mention that they do not automatically take everything out of the Depot. [[User:RomeoFalling|RomeoFalling]] 11:23, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::You know something's an &amp;quot;any dwarf&amp;quot; task when nobles and children will do it, and &amp;quot;Bring Item to Depot&amp;quot; is one such task.  See [[labor]] for more details.&lt;br /&gt;
&lt;br /&gt;
:::The best you can do to manage who hauls things to the depot is to {{key|r}}emv cre on the Unit or Job screens when you spot a dwarf who should be doing other work wandering off to the depot.  Any time you use this command, it will suppress their taking the task again for several days, thank Armok.  Eventually you'll be left with only dwarves that you want to do the hauling, but this process is very labor-intensive (for you, not the dwarves).&lt;br /&gt;
&lt;br /&gt;
:::Having them haul stuff from the depot is another pain.  The big problem is when they let food rot.  To combat this, you have to assign lots of dedicated food haulers so that they clear out the food-haul queue before you buy food from the caravan.  Otherwise your dwarves will be hauling seeds and barrels and the like elsewhere in the fortress before they turn their attention to the stuff about to spoil in the depot.  And if you buy a lot of food all at once, you will want to have cleared out the queue, placed a food stockpile near the depot, and employed as many food haulers as you can spare.  At some point they'll finish up and you'll see a lot of idlers; switch them to something else. &lt;br /&gt;
 &lt;br /&gt;
:::In general, though, you always want to keep sufficient food haulers on hand to keep the food queue clear so that things like roasts don't rot in the kitchen.  Brewing generates a ridiculous number of seeds, for instance, plus barrels of booze, all of which compete for attention on the food queue.  You also have to make sure that you don't run out of stockpile space; a sure sign of this is blinking plants on the farm -- harvested, but with no place to go.--[[User:Maximus|Maximus]] 13:21, 13 October 2008 (EDT)&lt;br /&gt;
:::: FWIW, I've found that one solution to the &amp;quot;won't haul things from the trade depot&amp;quot; is to deconstruct the depot, build a food stockpile under it to keep it from spoiling and to facilitate transfer, and then to designate a regular food stockpile as the transfer point. The biggest catches are a) exploding trade goods blanketing the areas and b) extra time to deconstruct and reconstruct the depot, the later being problematic if you can't get a skilled architect on it. Oh, and c) if the traders haven't packed everything up, you run the risk of plundering their goods, creating ill-will and stacks of unusable large and narrow clothing. -[[User:Fuzzy|Fuzzy]] 13:41, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Wow! Thanks for the detailed response to my first question on the wiki! [[User:RomeoFalling|RomeoFalling]] 19:14, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;a dwarf building something will move the needed materials to the construction site.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
But will dwarves without furniture hauling [b]uild furniture? The screen says &amp;quot;Needs furniture hauling&amp;quot; when I [q] the site before they get there. [[User:Random832|Random832]] 14:09, 14 October 2008 (EDT)&lt;br /&gt;
:This refers to things like walls and workshops, where the dwarf will haul the materials (stone, for example) needed even if they don't have the associate hauling labor (stone hauling, for example). [[User:HeWhoIsPale|HeWhoIsPale]] 15:02, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
Is it in fact verified that dwarves with furniture hauling turned off will build furniture? When I {{k|q}} the job site, it says &amp;quot;Needs Furniture Hauling&amp;quot; in the same that building a constructed wall &amp;quot;Needs Masonry&amp;quot;. [[User:Random832|Random832]] 09:03, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:And it seems I already asked this two weeks ago - well, there seems to be a difference of opinion now at any rate. [[User:Random832|Random832]] 09:04, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see, I misunderstood your HTML comment.  Yes, building furniture requires furniture hauling, as described in [[Hauling#Furniture hauling]].  The hauling part is still automatic, it's just that nobody but a furniture hauler will take a &amp;quot;build furniture&amp;quot; task.--[[User:Maximus|Maximus]] 22:36, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Does harvesting require food hauling? ==&lt;br /&gt;
&lt;br /&gt;
If I turn on the &amp;quot;all dwarves harvest&amp;quot; option, will dwarves with the food hauling labor turned off still participate?  [[User:Gairabad|Gairabad]] 01:04, 19 November 2008 (EST)&lt;br /&gt;
:Food hauling is not needed. Even better - even nobles and children would harvest! --[[User:Dorten|Dorten]] 01:10, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:On the other hand, so will everybody else (except soldiers): miners, hunters, woodcutters, carpenters, and anybody else who really ought to keep doing what they're doing.--[[User:Maximus|Maximus]] 01:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Item hauling==&lt;br /&gt;
what exactly ''is'' item hauling? what do dwarves with it turn on actually haul? and, if we know some of them, shouldnt we list 'em on the page, instead of just 'miscellaneous items'? i dont know what is/isnt a miscellaneous item to a dwarf.. --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
:Item Hauling is best described as a catch-all. Anything that's not handled by Stone, Wood, Food, Refuse, Furniture, or Animal Hauling is an Item. Sand collection is the only item worth noting. [[User:Zaranthan|Zaranthan]] 12:20, 10 March 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=47454</id>
		<title>User:Zaranthan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=47454"/>
		<updated>2009-02-20T16:50:51Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dabbling Wikignome&amp;lt;br /&amp;gt;&lt;br /&gt;
Novice Engineer&amp;lt;br /&amp;gt;&lt;br /&gt;
Proficient Furnace Operator&lt;br /&gt;
&lt;br /&gt;
Meet the first Urist: http://www.bay12games.com/forum/index.php?topic=15572.0&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=47453</id>
		<title>User:Zaranthan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaranthan&amp;diff=47453"/>
		<updated>2009-02-19T19:45:25Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: New page: Dabbling Wikignome Novice Engineer   Meet the first Urist: http://www.bay12games.com/forum/index.php?topic=15572.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dabbling Wikignome&lt;br /&gt;
Novice Engineer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meet the first Urist: http://www.bay12games.com/forum/index.php?topic=15572.0&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36783</id>
		<title>40d Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36783"/>
		<updated>2009-02-19T15:30:46Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: /* Likes to eat his favorite animal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;does a dwarf's [[preferences]] effect their thoughts? ie: will having a room made out of gold increase the happiness of a dwarf that loves gold more than a dwarf who loves copper?  --[[User:Kingzilla|Kingzilla]] 16:50, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes. It's actually possible to get room value higher than 'royal' this way!--though it only applies to that dwarf. I had a mayor who liked iron, and her office went from 'Decent' to 'Opulent' simply by me installing a forge with an iron anvil in it. --[[User:Navian|Navian]] 08:13, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What are the effects of marriage, or starting a grudge, or other additions in 176.38a? --[[User:DDouble|DDouble]] 11:39, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
For the spoiler section, what about this layout rather than a large pre block?&lt;br /&gt;
{|&lt;br /&gt;
!colspan=2|Major events&lt;br /&gt;
|-&lt;br /&gt;
|is happy to be free&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|is quite pleased with making an artifact&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|was forced to eat a treasured pet to survive lately&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
|has suffered the travesty of art defacement&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Sleeping&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=&amp;quot;center&amp;quot;|slept &amp;lt;place&amp;gt; recently&lt;br /&gt;
|-&lt;br /&gt;
|in the mud&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the grass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the dirt&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|on rocks&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on a rough cave floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on the floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Complaints&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|has &amp;lt;ailment&amp;gt; lately&lt;br /&gt;
|-&lt;br /&gt;
|complained of hunger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|complained of thirst&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|been tired&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Shagie|Shagie]] 16:43, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds great. I've been meaning to do it sometime but I don't have the time, with my poor, task-slowing wiki-code skills.&lt;br /&gt;
:Note that a lot of this is probably wrong. You'll need some way to state what version each has been verified for, which, unless 0x517A5D decides to give us some more/more recent values, will probably always be 0.23.130.23a --[[User:Savok|Savok]] 22:18, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
maybe this should be the place where &amp;quot;happiness&amp;quot; is redirected to since it's important because it'll keep dwarves from going on a rampage...i think...or something.--[[User:Seaneat|Seaneat]] 08:48, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was put off by a lesser's pretentious dining arrangements lately&amp;quot;&lt;br /&gt;
what does this mean?&lt;br /&gt;
someone ate at their dining table or they ate near someone lesser or ate some where poor?&lt;br /&gt;
--[[User:Seaneat|Seaneat]] 05:48, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They noticed that someone less important has a more expensive dining room. Probably your Count (or Baron, etc) thinking about your Mayor (or Count, etc) I'm guessing. --[[User:N9103|Edward]] 11:18, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Complaining about job scarcity ==&lt;br /&gt;
&lt;br /&gt;
What can I do to prevent this? It's irritating for my workers to complain. I like to make my dwarves haul various things to my stockpiles located everywhere. Do dwarves like working at where they work best at? Does sticking all my dwarves into the fortress during a seige cause this? I'm good to disable it somehow. I should probably stick this in the manager or mayor discussion as they handle the complaints. I could activate pump activating and stone detailing and stick some useless pumps and never ending tunnels and rooms that need smoothing in my fortress... I heard this is a major problem as it's difficult to know and find who wants to complain with all the interruptions. They also work outdoors which has space for my lovely stockpiles. Oh right and economy must also be a reason too...dwarves need to pay to eat and drink. -__- --[[User:Seaneat|Seaneat]] 19:25, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's due to the economy starting up, yes.&lt;br /&gt;
:My recommendation? Lever-pulling. It's a paid job (2☼/pull) and can (relatively) rapidly accumulate wealth for your otherwise unemployed dwarves. I'd setup a dozen or more levers and set the building profile to have only your (semi-)dedicated haulers allowed. The big problem, is that hauling doesn't pay anything, despite being one of the most important jobs for productivity.--[[User:N9103|Edward]] 17:42, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you have magma or a chasm, you could, say, banish siltstone from your domain through the stocks menu.  Each disposal pays 20☼.  This keeps the lower classes occupied, and you can either remove the 'dispose' command through the stocks menu, or you can turn off refuse hauling for important dwarves.  --[[User:Mirthmanor|Mirthmanor]] 16:30, 19 August 2008 (EDT)&lt;br /&gt;
::And actually, at least as of 40d, hauling earns 1☼ per completed job. Which, of course, is not much in most cases since a single hauling job may take a Dwarf from one extreme of the map to the other over complicated paths. I've seen a comment or two from people who've generated extra income for their haulers by creating a few contrived stockpiles that are adjacent and feed from each other. So, you have a situation like the following:&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
&lt;br /&gt;
:: Each is a stockpile of size 4 of some common material available nearby. Stockpile 0 takes from stockpile 9 which takes from stockpile 8 and so on. A hauler can go from one to the next in a step, gaining 1☼ each time. -[[User:Fuzzy|Fuzzy]] 12:17, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just make a gym of screw pumps that are not connected to anything.  Pumping pays pretty well and and it's easy to keep a lot of people occupied.  Plus it trains fast, so you have beefy dwarves for other applications. --[[User:ThunderClaw|ThunderClaw]] 15:10, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Losing an annoying acquaintance? ==&lt;br /&gt;
&lt;br /&gt;
I lost two dwarves to imps within the first year. The first one made my metalsmith very sad: &amp;quot;Lost a friend to tragedy recently.&amp;quot;  I was afraid he was going to go crazy on me he was blinking with every down arrow possible. Then, the ranger died... and now he is &amp;quot;happier&amp;quot; and &amp;quot;He has lost an annoying acquaintance to tragedy recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm if the losing of an annoyance makes a dwarf happier? --[[User:Corc|Corc]] 00:29, 7 July 2008 (EDT)&lt;br /&gt;
:I guess it would, dwarfs can defenatly &amp;quot;dislike&amp;quot; another dwarf in their relations.&lt;br /&gt;
&lt;br /&gt;
== Question about thoughts ==&lt;br /&gt;
&lt;br /&gt;
Can the same thoughts be a negative for certain dwarfs and a positive for others?  For instance, one of my dwarfs was upset at having to give food/water.  Yet that is listed as a positive thought, and most of the time it is a positive thing.--[[User:Kwieland|Kwieland]] 16:56, 16 February 2009 (EST)&lt;br /&gt;
:I remember reading somewhere, possibly on the forums, that a dwarf's personality affects slightly what will give them unhappy/happy thoughts. --[[User:Elvang|Elvang]] 18:06, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Likes to eat his favorite animal ==&lt;br /&gt;
&lt;br /&gt;
I have a mason in my new fort who both likes cats for their aloofness and, when possible, prefers to consume cat. It hasn't been an issue yet as I don't have any cats. I am curious though, if I did get him some cat meat to eat, would he receive both the &amp;quot;ate a wonderful meal&amp;quot; and &amp;quot;forced to eat a beloved creature&amp;quot; thoughts? --[[User:Mjo625|Mjo625]]&lt;br /&gt;
:Try it and let us know. --[[User:Zaranthan|Zaranthan]] 10:30, 19 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34776</id>
		<title>40d Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reactions&amp;diff=34776"/>
		<updated>2009-02-17T23:24:13Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page expansion ==&lt;br /&gt;
&lt;br /&gt;
I want to explore the reaction mechanisms further so I'm going to be gathering information from the forum and other pages on the wiki and linking it to the talk page to have a nice list put together for information sources. --[[User:Ikkonoishi|Ikkonoishi]] 12:51, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Reactions can produce other items besides metal and stones.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000101&lt;br /&gt;
&lt;br /&gt;
Using Plants as materials.&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000051&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
just tested and confirmed that you can add reaction tags.  testing if multiple reaction tags can be added to one items now.  &lt;br /&gt;
&lt;br /&gt;
adding to flint&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_STONE:FLINT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:flint][COLOR:0:7:1][TILE:178]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEDIMENTARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[REACTION_CLASS:TEST]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:9999]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and adding a new reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_MAGIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make steel from test flag]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:TEST]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gives out 2 bars of steel bars  --[[User:Shadetree|Shadetree]] 23:29, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pets? ===&lt;br /&gt;
I notice one of the entries for item tokens is PET. Is it possible to smelt animals? Can I have a smelter pop out a swarm of giant eagles? [[User:Rkyeun|Rkyeun]] 22:26, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. Well, technically you can, but it'll pop out as a swarm of tiny vermin instead of a flock of killer birds. --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Plant Reactions==&lt;br /&gt;
In the August 12th dev log (which eventually became part of 40a), Toady mentioned that reactions for several items, notably &amp;quot;plants to bones to extracts etc.&amp;quot; are fully supported now (as opposed to making the material number the same as the number of the plant). Can someone find the correct syntax for such reactions? --[[User:Untelligent|Untelligent]] 18:32, 19 August 2008 (EDT)&lt;br /&gt;
:I've added the syntax for plants and seeds to the [[Material tokens]] page, since that's where it gets a bit weird. --[[User:Zaranthan|Zaranthan]] 18:24, 17 February 2009 (EST)&lt;br /&gt;
== Update  ==&lt;br /&gt;
&lt;br /&gt;
Version 0.28.181.40a added embark profiles and generalized the item definitions. This means that reactions will work better with things other than stone and metal. How much better remains to be seen. We need to document it. --[[User:Ikkonoishi|Ikkonoishi]] 17:52, 3 September 2008 (EDT)&lt;br /&gt;
:I've updated the information some. Still needs some cleaning and more work, but I'm tired of it for now. --[[User:Ikkonoishi|Ikkonoishi]] 19:19, 3 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Material_token&amp;diff=46570</id>
		<title>40d:Material token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Material_token&amp;diff=46570"/>
		<updated>2009-02-13T15:14:17Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: Instructions for plant-related reactions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens are types of materials, used to specify for example what material an item is made of.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Information&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || WOOD || Subtypes come from MATGLOSS_WOOD; or USE_RACEGLOSS within creature raws (e.g. ITEMCORPSE)&lt;br /&gt;
|-  &lt;br /&gt;
| 2 || STONE || Subtypes come from MATGLOSS_STONE; or USE_LAVA_STONE&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || METAL || Subtypes come from MATGLOSS_METAL&lt;br /&gt;
|-  &lt;br /&gt;
| 4 || BONE || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || IVORY || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 6 || HORN || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || AMBER || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 8 || CORAL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || PEARL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 10 || SHELL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 11 || LEATHER || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 12 || SILK || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 13 || PLANT_ALCOHOL || Subtypes come from MATGLOSS_PLANT&lt;br /&gt;
|-  &lt;br /&gt;
| 14 || GLASS_GREEN || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|- &lt;br /&gt;
| 15 || GLASS_CLEAR || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 16 || GLASS_CRYSTAL || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 17 || SAND || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 18 || COAL || Subtype is either COKE or CHARCOAL&lt;br /&gt;
|-  &lt;br /&gt;
| 19 || POTASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 20 || ASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 21 || PEARLASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 22 || LYE || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 23 || RENDERED_FAT || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 24 || SOAP_ANIMAL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 25 || FAT || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 26 || MUD || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 27 || VOMIT || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 28 || BLOOD_NONSPECIFIC || Subtypes are probably the same as BLOODTYPE{{verify}}&lt;br /&gt;
|-  &lt;br /&gt;
| 29 || BLOOD_SPECIFIC || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 30 || SLIME || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 31 || SALT || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 32 || FILTH_B || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 33 || FILTH_Y || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 34 || UNKNOWN_SUBSTANCE || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 35 || GRIME || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
CREATURE does not appear here in the exe, but has been observed with EXTRACT and CHEESE. PLANT does not appear here, but has been observed with POWDER_MISC. Subtypes come from the appropriate matgloss.&lt;br /&gt;
&lt;br /&gt;
When making reactions that use the PLANT or SEEDS Item Tokens, use the name of the appropriate plant from matgloss_plant.txt as the Material Token, and NO_MATGLOSS for Matgloss Subtype.{{version|0.28.181.40d}}&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11658</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11658"/>
		<updated>2008-03-09T19:19:38Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: WIkify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a fortress, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always [[reclaim|reclaim fortress]].&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Losing your miners ===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a collapse and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also consider the tedious but fun option of making buildings outside! If your [[woodcutter]]s with [[axe]]s are still available, then you can build structures of [[wood]]. This is not recommended for very new players though, as it is intensely resource-demanding and takes a lot of managing to get right. (Also not recommended if you don't understand the z-axis system yet.)&lt;br /&gt;
&lt;br /&gt;
=== Starvation ===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation; if you are in the heart of a mountain with no [[soil]] to build on, it is possible you will not be able to establish [[farm]]s.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
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Don't forget your alternative sources of [[food]].  Try [[butchering]] your [[animals]], [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
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===Dehydration===&lt;br /&gt;
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One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]].  Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map will evaporate and your dwarves will be left without any water.&lt;br /&gt;
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[[Brewing]] can alleviate these problems, but in the future brewing will also require water.&lt;br /&gt;
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===Flooding accidents===&lt;br /&gt;
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The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down). It is also worth remembering that, unlike water, magma does not flow up like water in the current version although this is expected to change later.&lt;br /&gt;
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If your fortress is beginning to flood from [[sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to pump out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
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===Invasion===&lt;br /&gt;
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The [[goblin]]s first come with about a dozen soldiers to [[siege]] your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[Fortress defense|defense]]s, such as a [[moat]], a horde of goblins on your doorstep can be deadly. Sieges by goblins and presumably other civilizations have now been fixed{{version|0.27.169.33f}}, so early defensive fortress planning is required.&lt;br /&gt;
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===Volcanic Death===&lt;br /&gt;
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Toady has stated that in the future volcanoes will be much less stable and much more deadly.&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36176</id>
		<title>40d Talk:Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moat&amp;diff=36176"/>
		<updated>2008-02-20T02:16:52Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yea, it needed more info in it, such as the fact that moats do not have to only have water in them. i have fixed that... to some extent. --[[User:CombatWombat|CombatWombat]] 07:22, 28 January 2008 (EST)&lt;br /&gt;
: I'm pretty sure that an empty channel is just as impassable as a water-filled one. --[[User:Mitchy|Mitchy]] 10:13, 28 January 2008 (EST)&lt;br /&gt;
though an empty channel is not called a moat, it is a channel. --[[User:CombatWombat|CombatWombat]] 02:04, 29 January 2008 (EST)&lt;br /&gt;
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:Unless there's an in-game reference calling anything a moat, then I wouldn't say an empty moat isn't a moat. I would say the distinction between moat and channel is largely on it's primary function. If it's intended to be a defensive emplacement, then it's certainly a moat. If it's intended to move a fluid on the otherhand, then it's probably a channel. Obviously, something can be both at once, though I'd always place the defensive value above the convenience value. --[[User:N9103|Edward]] 07:17, 29 January 2008 (EST)&lt;br /&gt;
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Made some edits. I have no problem with fun-style writing and a little fantasy, but the content should be accurate and not misleading. --[[User:Koltom|Koltom]] 20:49, 19 February 2008 (EST)&lt;br /&gt;
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For the record, Real Life moats were often simply large trenches with steep sides. Water, pikes, etc were all nice-to-have extras, but the primary function came from the earthwork obstacle. [[User:Zaranthan|Zaranthan]] 21:16, 19 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11193</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11193"/>
		<updated>2008-01-26T20:23:54Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
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Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
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On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17242</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17242"/>
		<updated>2008-01-21T01:10:50Z</updated>

		<summary type="html">&lt;p&gt;Zaranthan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
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Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
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Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
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What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
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==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
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--Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
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---Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Zaranthan</name></author>
	</entry>
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