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	<updated>2026-05-05T19:44:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Body_parts&amp;diff=223004</id>
		<title>Body parts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Body_parts&amp;diff=223004"/>
		<updated>2016-01-25T13:45:23Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:44, 25 January 2016 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
Almost all [[Creature|Creatures]] in Dwarf Fortress possess a [[body]] composed of body parts, [[Ghost|Ghosts]] being a notable exception.  These bodies can be composed of [[bone|bones]], limbs, [[shell|shells]], [[hoof|hooves]], [[hair]], [[teeth]], and other pieces.  [[Corpse|Corpses]], [[tame]], [[trained]], or [[trap|trapped]] animals may be butchered at a [[butcher's shop]], yielding these parts as individual items.&lt;br /&gt;
&lt;br /&gt;
A creature may lose a body part in battle, it will then fly some distance away, and can then be [[butcher]]ed, yielding the materials inside that body part. These are then collected as part of the [[butcher]] animal task even though the animal is dead.&lt;br /&gt;
&lt;br /&gt;
==Butcherable Body Parts==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Stockpile !! Rot !! Proccessable&lt;br /&gt;
|-&lt;br /&gt;
| [[sweetbread]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[liver|chopped liver]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[tripe]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[eye]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[brain]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[heart]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[fat]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[kidney]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[lung]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[meat]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[intestines]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[spleen]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[gizzard]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[bone]] || Refuse || No || [[Craftsdwarf's workshop]] / [[Bowyer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[shell]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[skull]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[hoof]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[hair]] || Refuse || No || [[Farmer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[wool]] || Refuse || No || [[Farmer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[horn]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[horn|antler]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[skin]] || Refuse || Yes || [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[gizzard stone]] || Gem || No || [[Jeweler's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[cartilage]] || Refuse || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| [[nervous tissue]] || Refuse || Yes || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Body_parts&amp;diff=223003</id>
		<title>Body parts</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Body_parts&amp;diff=223003"/>
		<updated>2016-01-25T13:44:00Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:44, 25 January 2016 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
Almost all [[Creature|Creatures]] in Dwarf Fortress possess a [[body]] composed of body parts, [[Ghost|Ghosts]] being a notable exception.  These bodies can be composed of [[bone|bones]], limbs, [[shell|shells]], [[hoof|hooves]], [[hair]], [[teeth]], and other pieces.  [[Corpse|Corpses]], [[tame]], [[trained]], or [[trap|trapped]] animals may be butchered at a [[butcher's shop]], yielding these parts as individual items.&lt;br /&gt;
&lt;br /&gt;
A creature may lose a body part in battle, it will then fly some distance away, and can then be [[butcher]]ed, yielding the materials inside that body part.&lt;br /&gt;
&lt;br /&gt;
==Butcherable Body Parts==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Stockpile !! Rot !! Proccessable&lt;br /&gt;
|-&lt;br /&gt;
| [[sweetbread]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[liver|chopped liver]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[tripe]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[eye]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[brain]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[heart]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[fat]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[kidney]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[lung]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[meat]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[intestines]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[spleen]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[gizzard]] || Food || Yes || [[Kitchen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[bone]] || Refuse || No || [[Craftsdwarf's workshop]] / [[Bowyer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[shell]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[skull]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[hoof]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[hair]] || Refuse || No || [[Farmer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[wool]] || Refuse || No || [[Farmer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[horn]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[horn|antler]] || Refuse || No || [[Craftsdwarf's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[skin]] || Refuse || Yes || [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[gizzard stone]] || Gem || No || [[Jeweler's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| [[cartilage]] || Refuse || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| [[nervous tissue]] || Refuse || Yes || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Climber&amp;diff=223002</id>
		<title>DF2014 Talk:Climber</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Climber&amp;diff=223002"/>
		<updated>2016-01-25T13:00:14Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Defence against climbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Only in adventurer mode? ==&lt;br /&gt;
&lt;br /&gt;
I don't think this is accurate. Creatures can also climb in fortress mode, including dwarfs. And cats are legendary climbers by default.--[[User:Amena Ralikema|Amena Ralikema]] ([[User talk:Amena Ralikema|talk]]) 18:40, 12 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen goblins and trolls climbing up walls 2 Z-levels tall. I've seen wildlife climb much taller walls, but they hurt themselves falling off the other side, seemingly unable to climb down. --[[Special:Contributions/82.74.193.75|82.74.193.75]] 01:54, 15 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Defence against climbers ==&lt;br /&gt;
&lt;br /&gt;
Would be nice if we could get some information about defending against climbers, however I don't have the experience yet to details how. --[[User:Djsmiley2k|Djsmiley2k]] ([[User talk:Djsmiley2k|talk]]) 13:00, 25 January 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=178798</id>
		<title>User:Djsmiley2k</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=178798"/>
		<updated>2012-11-19T13:06:27Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I shud put something here : [http://www.milkme.co.uk My site...]&lt;br /&gt;
&lt;br /&gt;
I also like [[User:Uristocrat/Dwarven Bathtub]]&lt;br /&gt;
&lt;br /&gt;
On linux: &lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./df_linux/raw/objects/&lt;br /&gt;
for x in ./inorganic_stone_* ;do sed -i 's/\[AQUIFER\]//' $x ; done&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and generate world. - Something very simular for exotic creatures like :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for x in ./creature_* ;do sed -i 's/\[EXOTIC_PET\]/\[PET\]/' $x ; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Although this is untested...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[17:10:12] &amp;lt;@Rhenaya&amp;gt; silver &amp;gt; coppr &amp;gt; bronze &amp;gt; iron = steel &amp;gt; bone = wood &amp;gt; &lt;br /&gt;
                      adamantine for blunt&lt;br /&gt;
[17:10:29] &amp;lt;@Rhenaya&amp;gt; adamantine &amp;gt; steel &amp;gt; bronze &amp;gt; iron &amp;gt; copper &amp;gt; wood = bone &amp;gt; &lt;br /&gt;
                      silver for edged&lt;br /&gt;
[17:11:38] &amp;lt;@Rhenaya&amp;gt; steel &amp;gt; bronze &amp;gt; copper &amp;gt; silver &amp;gt; adamantine &amp;gt; wood = bone  &lt;br /&gt;
                      for bolts&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=178567</id>
		<title>v0.34:Egg production</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=178567"/>
		<updated>2012-11-08T11:50:12Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Cage traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:15, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Producing eggs''', like the [[meat industry]], the [[beekeeping industry]], the [[fishing industry]] and [[farming]], creates [[food]]. In egg production, collection and cooking of [[egg]]s is the primary activity, as, over time, domestic poultry such as [[chicken]]s can produce much more food as eggs than the same animal produces as meat when butchered (1 egg = 1 meal). When starting out a new fortress, raising poultry can be an excellent way to quickly fill up your food [[barrel]]s as it requires very little set-up for your dwarves. As a by-product of egg production, older or excess animals can be butchered as part of the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring Egg-laying Animals ==&lt;br /&gt;
There are several sources for obtaining egg-laying [[animal]]s, outlined below.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy [[Domestic_animal#Comparison_of_domestic_poultry|domestic poultry]] at [[embark]] and even decide how many males and females of each animal you embark with. Since you don't need males to produce eggs, and need only one male to breed, you could embark with three or four hens, and at most one rooster. Poultry animals are very economical to purchase at embark, costing only 6[[currency|☼]] each. &lt;br /&gt;
&lt;br /&gt;
Of the domestic poultry, [[turkey]]s produce the most eggs per clutch on average, followed by [[duck]]s, then [[chicken]]s and [[guineafowl]]. Turkeys are the largest animals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smaller. All domestic poultry become adults one year after hatching, but geese, blue peafowl, and guineafowl grow to full size at one year; other poultry only reach full size after two years.&lt;br /&gt;
&lt;br /&gt;
===Migration===&lt;br /&gt;
Immature domestic poultry may arrive at your fortress with a wave of [[migrant]]s. These animals may be strays or [[pet]]s.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
''Requires: A [[trade depot]], a [[Broker|trader]], a [[merchant]], and some tradeable goods''&lt;br /&gt;
&lt;br /&gt;
You can purchase egg-laying animals from a merchant. Elves may bring tamed exotic animals which are additionally [[giant eagle|interesting for defense purposes]].&lt;br /&gt;
&lt;br /&gt;
===Cage traps===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, a [[mechanic]], a [[kennel]], animal training area and a [[animal trainer]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch egg-laying animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk or fly. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, perhaps several z-levels high, to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
Egg-laying animals that are caught in a cage trap need to be tamed by an [[animal trainer]] at a [[kennel]] before they can be safely used to produce eggs.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, one or more [[nest box]]es, and time''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map, and there is an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, then sooner or later (and probably sooner) the male will fertilize the eggs laid by the female. No contact between the male and the female or eggs is needed - fertilization can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership. ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)'' Even a male in a flock of wild animals outside the fortress walls can fertilize a clutch locked deep in a lowest level. A female can lay a clutch of eggs again immediately after the last clutch hatches. A female that can not claim a nest box ''will not'' lay a clutch of eggs. &lt;br /&gt;
&lt;br /&gt;
A fertilized clutch will only hatch if they are left in the nest box undisturbed and their mother is allowed to incubate the eggs. Collecting the eggs, [[butcher's shop|slaughtering]] the mother, or deconstructing the nest box will all prevent the eggs from hatching. A clutch of eggs to be used for breeding should be [[forbidden]] to prevent their collection. Even if the eggs and mother are left undisturbed, it is possible that clutch was not fertilized. Eggs that don't hatch after two seasons will likely never hatch.  To make sure that the eggs are left undisturbed, make sure that no [[stockpile]]s accept that type of egg, and if you [[cooking|cook]] any meals make sure that that type of egg is turned off in the kitchen sub-screen of the [[status]] screen.  Alternatively, you can put the nest boxes in a room behind a [[door]] and forbid the door to keep your dwarves away from the eggs.&lt;br /&gt;
&lt;br /&gt;
As a large number of free-roaming animals will reduce your game speed, a common strategy is to cage all your young poultry until matured because they cannot lay eggs, and do not give the same amount of bones, meat, and fat as adults. Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher a [[saltwater crocodile]] hatchling right away, rather than wait 3 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap]]s judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like a [[cave crocodile]] farm!&lt;br /&gt;
&lt;br /&gt;
==Egg Collection==&lt;br /&gt;
''Requires: A tame adult female egg-laying animal, a [[nest box]], and [[food hauling]]''&lt;br /&gt;
&lt;br /&gt;
Once you have at least one tame adult female egg-laying animal, you need to build a [[nest box]] to begin production of delicious and filling [[egg]]s. Every so often, the adult females will claim a nest box and lay a clutch of eggs. Then, a [[food hauling|food hauler]] will collect the eggs and move them to a food [[stockpile]]. As food hauling is an unskilled labor; any dwarf in the fortress can be as good at egg collection as every other dwarf! Egg collection is a great way to use those [[peasant]]s that otherwise just move boulders around the fortress.&lt;br /&gt;
&lt;br /&gt;
Eggs must be [[cook]]ed into [[prepared meal]]s at a [[kitchen]] before they can be eaten by dwarves.&lt;br /&gt;
&lt;br /&gt;
==Egg-laying Animals==&lt;br /&gt;
''This table is incomplete (2012-05-22). You can help by adding to it.''&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Outdoor Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Adder]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Albatross]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|305&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator snapping turtle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Barn owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Beak dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1600&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Black mamba]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Blue peafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|102&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Bushmaster]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Buzzard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cassowary]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|550&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Chicken]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Common snapping turtle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Desert tortoise]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Duck]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|142&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Echidna]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emperor penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|465&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emu]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|805&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant tortoise]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|82&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gila monster]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goose]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Grey parrot]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Great horned owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Guineafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Hornbill]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kakapo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kea]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kestrel]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[King cobra]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kingsnake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kiwi]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|450&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Little penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|53&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Loon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Monitor lizard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Osprey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Ostrich]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2000&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Peregrine falcon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|46&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Platypus]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Puffin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Python]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Raven]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Saltwater crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sea_serpent|Sea serpent]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Snowy owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Swan]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|340&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Turkey]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|87&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Vulture]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[White stork]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|}&lt;br /&gt;
:† Common [[domestic animal]], can be purchased at embark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Subterranean Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crundle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Elk bird]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cave swallow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Helmet snake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Jabberer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''[[:Megabeast|Megabeasts]]'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Roc]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|201000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Aquatic egg laying animals will not claim a nest box. It doesn't matter if the box is built underwater or on land. {{Bug|4105}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=159780</id>
		<title>User:Djsmiley2k</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=159780"/>
		<updated>2012-02-09T12:39:54Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I shud put something here : [http://www.milkme.co.uk My site...]&lt;br /&gt;
&lt;br /&gt;
On linux: &lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./df_linux/raw/objects/&lt;br /&gt;
for x in ./inorganic_stone_* ;do sed -i 's/\[AQUIFER\]//' $x ; done&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and generate world. - Something very simular for exotic creatures like :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for x in ./creature_* ;do sed -i 's/\[EXOTIC_PET\]/\[PET\]/' $x ; done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Although this is untested...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[17:10:12] &amp;lt;@Rhenaya&amp;gt; silver &amp;gt; coppr &amp;gt; bronze &amp;gt; iron = steel &amp;gt; bone = wood &amp;gt; &lt;br /&gt;
                      adamantine for blunt&lt;br /&gt;
[17:10:29] &amp;lt;@Rhenaya&amp;gt; adamantine &amp;gt; steel &amp;gt; bronze &amp;gt; iron &amp;gt; copper &amp;gt; wood = bone &amp;gt; &lt;br /&gt;
                      silver for edged&lt;br /&gt;
[17:11:38] &amp;lt;@Rhenaya&amp;gt; steel &amp;gt; bronze &amp;gt; copper &amp;gt; silver &amp;gt; adamantine &amp;gt; wood = bone  &lt;br /&gt;
                      for bolts&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=153350</id>
		<title>v0.31 Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=153350"/>
		<updated>2011-09-26T07:23:11Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* 1 gremlin per embark? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not only will they free creatures from built cages, but even from ones sitting on a stockpile or on top of a cage trap. &amp;quot;Something has emptied a cage!&amp;quot; --[[User:Quietust|Quietust]] 00:53, 27 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Has anyone else been getting Gremlin civilizations in world generation? [[User:NobodyPro|NobodyPro]] 12:05, 29 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've been playing dwarf fortress as humans, and apparently gremlins can be migrants. --[[User:Insanilord|Insanilord]] 11:05, 10 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nice citation :D!&lt;br /&gt;
&lt;br /&gt;
Toady:	Yeah, there are important levers, and you used to have to care about that; you used to have to station guards at levers or something like that to prevent trouble, but that just hasn't been the case for more than a year now ... or a couple of years, and that's not good, we need to bring trouble back to the fortress. Because it was always one of my greatest kicks, looking at the forum and someone was like 'It said someone has pulled a lever! Then my whole fortress was flooded!' or whatever; and I enjoy that kind of thing, I enjoy it when that happens, because it's not a bug it's just something horrible that happened.&lt;br /&gt;
&lt;br /&gt;
Rainseeker: So do you enjoy it when people lose tragically?&lt;br /&gt;
&lt;br /&gt;
Toady:	Yeah! It's great fun ... [http://www.bay12games.com/media/df_talk_3_transcript.html]&lt;br /&gt;
&lt;br /&gt;
===1 gremlin per embark?===&lt;br /&gt;
&lt;br /&gt;
Took out text stating, &amp;quot;You will only receive one gremlin per embark. Once it's gone it's gone for good.&amp;quot;  Just got my second gremlin on a particular embark (unmodded etc).[[User:Vasiln|Vasiln]] 07:47, 14 September 2011 (UTC)&lt;br /&gt;
:I was wondering about that.  I've gotten a couple of them as well. --[[User:MisterB777|MisterB777]] 18:11, 14 September 2011 (UTC)&lt;br /&gt;
:: Thirded.... never seen more than one at once tho? - Maybe it dies and respawns? ;D --[[User:Djsmiley2k|Djsmiley2k]] 13:00, 20 September 2011 (UTC)&lt;br /&gt;
::: Seems my guess about dies and respawns were correct&lt;br /&gt;
::: &amp;lt;pre&amp;gt;Toady says: &amp;quot;Quote from: NobodyPro &amp;quot;I couldn't help but notice that gremlins (only creature with the [MISCHEVIOUS] tag) have a maximum of 1 per (season/year/area?). Would this count as a bug, a leftover from previous versions or intentional design?&amp;quot;&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;Quote from: Untelligent&amp;quot; POPULATION_NUMBER:1:1]&amp;quot;&amp;lt;/pre&amp;gt; &amp;lt;pre&amp;gt;TOADY: &amp;quot;That determines the overall population, which isn't really important, rather than the attack rate.  Was it something else?&amp;quot;&amp;lt;/pre&amp;gt; - http://www.bay12forums.com/smf/index.php?topic=84398.msg2629820#msg2629820 --[[User:Djsmiley2k|Djsmiley2k]] 07:23, 26 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=153162</id>
		<title>v0.31 Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=153162"/>
		<updated>2011-09-20T13:00:49Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not only will they free creatures from built cages, but even from ones sitting on a stockpile or on top of a cage trap. &amp;quot;Something has emptied a cage!&amp;quot; --[[User:Quietust|Quietust]] 00:53, 27 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Has anyone else been getting Gremlin civilizations in world generation? [[User:NobodyPro|NobodyPro]] 12:05, 29 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've been playing dwarf fortress as humans, and apparently gremlins can be migrants. --[[User:Insanilord|Insanilord]] 11:05, 10 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nice citation :D!&lt;br /&gt;
&lt;br /&gt;
Toady:	Yeah, there are important levers, and you used to have to care about that; you used to have to station guards at levers or something like that to prevent trouble, but that just hasn't been the case for more than a year now ... or a couple of years, and that's not good, we need to bring trouble back to the fortress. Because it was always one of my greatest kicks, looking at the forum and someone was like 'It said someone has pulled a lever! Then my whole fortress was flooded!' or whatever; and I enjoy that kind of thing, I enjoy it when that happens, because it's not a bug it's just something horrible that happened.&lt;br /&gt;
&lt;br /&gt;
Rainseeker: So do you enjoy it when people lose tragically?&lt;br /&gt;
&lt;br /&gt;
Toady:	Yeah! It's great fun ... [http://www.bay12games.com/media/df_talk_3_transcript.html]&lt;br /&gt;
&lt;br /&gt;
===1 gremlin per embark?===&lt;br /&gt;
&lt;br /&gt;
Took out text stating, &amp;quot;You will only receive one gremlin per embark. Once it's gone it's gone for good.&amp;quot;  Just got my second gremlin on a particular embark (unmodded etc).[[User:Vasiln|Vasiln]] 07:47, 14 September 2011 (UTC)&lt;br /&gt;
:I was wondering about that.  I've gotten a couple of them as well. --[[User:MisterB777|MisterB777]] 18:11, 14 September 2011 (UTC)&lt;br /&gt;
:: Thirded.... never seen more than one at once tho? - Maybe it dies and respawns? ;D --[[User:Djsmiley2k|Djsmiley2k]] 13:00, 20 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152862</id>
		<title>User:Djsmiley2k</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152862"/>
		<updated>2011-09-05T12:20:40Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I shud put something here : [http://www.milkme.co.uk My site...]&lt;br /&gt;
&lt;br /&gt;
On linux: &lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./df_linux/raw/objects/&lt;br /&gt;
for x in ./inorganic_stone_* ;do sed -i 's/\[AQUIFER\]//' $x ; done&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and generate world. - Something very simular for exotic creatures :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[17:10:12] &amp;lt;@Rhenaya&amp;gt; silver &amp;gt; coppr &amp;gt; bronze &amp;gt; iron = steel &amp;gt; bone = wood &amp;gt; &lt;br /&gt;
                      adamantine for blunt&lt;br /&gt;
[17:10:29] &amp;lt;@Rhenaya&amp;gt; adamantine &amp;gt; steel &amp;gt; bronze &amp;gt; iron &amp;gt; copper &amp;gt; wood = bone &amp;gt; &lt;br /&gt;
                      silver for edged&lt;br /&gt;
[17:11:38] &amp;lt;@Rhenaya&amp;gt; steel &amp;gt; bronze &amp;gt; copper &amp;gt; silver &amp;gt; adamantine &amp;gt; wood = bone  &lt;br /&gt;
                      for bolts&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Marriage&amp;diff=152859</id>
		<title>v0.31 Talk:Marriage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Marriage&amp;diff=152859"/>
		<updated>2011-09-05T08:08:59Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems that only two dwarves marry, if they have been lovers before and spend some time together.&lt;br /&gt;
I am currently running a fortrress with nothing but my initial 7 in the &amp;quot;real fortress&amp;quot; (those pesky migrants can go and be eaten by a tiger in the jungle) and my only female dwarf has had a lover for the entire 3 years, but they hadnt had a single moment together so far because of all the work that is up to them.&lt;br /&gt;
Any confirmation on this?&lt;br /&gt;
really i really want them to marry so i can get mor little dwarflings!&lt;br /&gt;
::With only 7 dwarfs I'd expect they never get any free time! Busy busy busy!!! No time to get married? --[[User:Djsmiley2k|Djsmiley2k]] 08:08, 5 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Postponed marriages ==&lt;br /&gt;
&lt;br /&gt;
Some guy mentioned that his fort seems to put off marriages until spring. I haven't been keeping close track, but I had a marriage just after the beginning of summer. Hypothesis: dwarves don't want to get married in winter for whatever reason. Thoughts, data, random anecdotes? --[[User:Billybobfred|billybobfred]] 18:22, 14 January 2011 (UTC)&lt;br /&gt;
:Just had a marriage in mid-autumn, but that doesn't rule out no-winter. [[Special:Contributions/70.231.247.165|70.231.247.165]] 18:51, 4 July 2011 (UTC)&lt;br /&gt;
::Just had a [http://imageshack.us/photo/my-images/37/winterwedding.png/ winter wedding]! [[Special:Contributions/24.117.175.100|24.117.175.100]] 23:42, 23 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brewer&amp;diff=152858</id>
		<title>v0.31 Talk:Brewer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brewer&amp;diff=152858"/>
		<updated>2011-09-05T08:05:56Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Reserving Barrels/Bins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Brewing Numbers==&lt;br /&gt;
My Adequate Brewer made a stack of 5 Dwarven wine out of a &amp;quot;stack&amp;quot; of 1 plump helmet. The old version had brewers producing this amount all the time, but I want some verification that it doesn't change in this version. What's everyone else getting? Also, two seeds were produced.--[[User:Eagle0600|Eagle0600]] 09:10, 6 April 2010 (UTC)&lt;br /&gt;
: My Great Brewer made a stack of 10 Dwarven Ale out of a stack of 2 pig tails, with 4 pig tail seeds remaining. --[[User:Doub|Doub]] 11:20, 6 April 2010 (UTC)&lt;br /&gt;
::I have also confirmed this. Five units of alcohol and two seeds per plant brewed, at the very least with all brewable underground plants. --[[User:AzureShadow|AzureShadow]] 11:38, 6 April 2010 (UTC)&lt;br /&gt;
:::I'll put this down as confirmed in the [[DF2010:crop|Plant]] article. I might also start the brewer article. --[[User:Eagle0600|Eagle0600]] 12:34, 6 April 2010 (UTC)&lt;br /&gt;
:(Respect, people! Assume nothing! Carry on...)--[[User:Albedo|Albedo]] 15:43, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Brewing Quality==&lt;br /&gt;
I seem to remember in the old version, there was some sort of inexplicit quality modifier thought to apply to beverages, and thus a higher-skilled brewer makes better booze. Was this hogwash, and if not, is it the case in 0.31 as well? --[[User:Zombiejustice|Zombiejustice]] 17:43, 9 April 2010 (UTC)&lt;br /&gt;
:Probably hogwash - alcohol is nothing more than stacks of liquid stored in a barrel, and liquids don't have quality levels. In all likelihood, the happiness received from drinking alcohol was determined based on the dwarf's preference for the booze and possibly the quality of the barrel. --[[User:Quietust|Quietust]] 18:08, 9 April 2010 (UTC)&lt;br /&gt;
::Can this possibly be tested? I think it would have to wait until hacking is available so we can measure the exact amount of happiness the dwarves are getting from the drinks. Until that time, yeah, just don't say anything on the matter. --[[User:Eagle0600|Eagle0600]] 15:24, 10 April 2010 (UTC)&lt;br /&gt;
:::It looks some some information about alcohol quality ended up on the [[DF2010:Starting_build|Starting Build]] page. Have we gotten any confirmation about this yet? --[[User:TheWealthyAardvark|TheWealthyAardvark]] 03:17, 7 May 2011 (UTC)&lt;br /&gt;
:I tried some {{L|!!SCIENCE!!}}: embark bought booze vs booze brewed by a Legendary+4 brewer.  Embark booze gives the thought &amp;quot;had a fine drink lately&amp;quot;, while the legendary brewed booze got &amp;quot;had a truly decadent drink lately&amp;quot;, but only if drunk by a dwarf which prefers that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 07:03, 22 May 2011 (UTC)&lt;br /&gt;
::Oops, looks like ''any'' booze brewed on-site gets &amp;quot;had a truly decadent drink lately&amp;quot; out of dwarfs who prefer that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 10:19, 22 May 2011 (UTC)&lt;br /&gt;
:::Did anyone check the quality of the barrels? --[[User:Djsmiley2k|Djsmiley2k]] 08:04, 5 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Seeds==&lt;br /&gt;
Neither of the articles (2010 or 40d) mention whether brewing returns the seeds of the plant you brew. I'm going to add this into the article, but I am not an experienced wiki editor, so I would appreciate a response from more experienced editors along the lines of &amp;quot;Good idea,&amp;quot; or &amp;quot;Bad idea,&amp;quot; or &amp;quot;why did you add to the talk page for this?&amp;quot; --[[User:Kierkkadon|Kierkkadon]] 00:25, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reserving Barrels/Bins ==&lt;br /&gt;
&lt;br /&gt;
Barrels and bins can be reserved(set aside for tasks such a brewing) through the stockpiles menu.  This might be what this:&amp;quot;Unlike many farming labours, brewing cannot be done without a barrel. This can become an issue if your fortress has more food than barrels, as any spare barrels will be immediately filled with food. Limiting the number of barrels that your food stockpiles can store can help keep some barrels empty for brewing.&amp;quot; is supposed to mean, but its not very clear about it.&lt;br /&gt;
::But also you can stop a food stockpile from using barrels at all, which means they are still usable by other stockpiles, unlike when you reserve them. --[[User:Djsmiley2k|Djsmiley2k]] 08:05, 5 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Brewing Skill ==&lt;br /&gt;
&lt;br /&gt;
Does the brewing skill matter? Since it takes about the same amount of time to brew and always brews the same amount, could I simply just draft a bunch of peasants to start brewing and I'd be fine? --05:06, 22 May 2011 (UTC)&lt;br /&gt;
:I tried some {{L|!!SCIENCE!!}}: embark bought booze vs booze brewed by a Legendary+4 brewer.  Embark booze gives the thought &amp;quot;had a fine drink lately&amp;quot;, while the legendary brewed booze got &amp;quot;had a truly decadent drink lately&amp;quot;, but only if drunk by a dwarf which prefers that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 07:03, 22 May 2011 (UTC)&lt;br /&gt;
::Oops, looks like ''any'' booze brewed on-site gets &amp;quot;had a truly decadent drink lately&amp;quot; out of dwarfs who prefer that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 10:19, 22 May 2011 (UTC)&lt;br /&gt;
:::Ah, so is there any difference at all in speed when it comes to the skill? Or does this mean I can draft any dwarf to brew? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 21:59, 22 May 2011 (UTC)&lt;br /&gt;
:::What was the quality of the '''barrels''' containing the alcohol? --[[User:Quietust|Quietust]] 22:12, 22 May 2011 (UTC)&lt;br /&gt;
::::Barrels were all imported, so they had zero quality. -- [[User:Khym Chanur|Khym Chanur]] 22:42, 22 May 2011 (UTC)&lt;br /&gt;
::::That is, they were all embark-imported. -- [[User:Khym Chanur|Khym Chanur]] 22:45, 22 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brewer&amp;diff=152857</id>
		<title>v0.31 Talk:Brewer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Brewer&amp;diff=152857"/>
		<updated>2011-09-05T08:04:52Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Brewing Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Brewing Numbers==&lt;br /&gt;
My Adequate Brewer made a stack of 5 Dwarven wine out of a &amp;quot;stack&amp;quot; of 1 plump helmet. The old version had brewers producing this amount all the time, but I want some verification that it doesn't change in this version. What's everyone else getting? Also, two seeds were produced.--[[User:Eagle0600|Eagle0600]] 09:10, 6 April 2010 (UTC)&lt;br /&gt;
: My Great Brewer made a stack of 10 Dwarven Ale out of a stack of 2 pig tails, with 4 pig tail seeds remaining. --[[User:Doub|Doub]] 11:20, 6 April 2010 (UTC)&lt;br /&gt;
::I have also confirmed this. Five units of alcohol and two seeds per plant brewed, at the very least with all brewable underground plants. --[[User:AzureShadow|AzureShadow]] 11:38, 6 April 2010 (UTC)&lt;br /&gt;
:::I'll put this down as confirmed in the [[DF2010:crop|Plant]] article. I might also start the brewer article. --[[User:Eagle0600|Eagle0600]] 12:34, 6 April 2010 (UTC)&lt;br /&gt;
:(Respect, people! Assume nothing! Carry on...)--[[User:Albedo|Albedo]] 15:43, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Brewing Quality==&lt;br /&gt;
I seem to remember in the old version, there was some sort of inexplicit quality modifier thought to apply to beverages, and thus a higher-skilled brewer makes better booze. Was this hogwash, and if not, is it the case in 0.31 as well? --[[User:Zombiejustice|Zombiejustice]] 17:43, 9 April 2010 (UTC)&lt;br /&gt;
:Probably hogwash - alcohol is nothing more than stacks of liquid stored in a barrel, and liquids don't have quality levels. In all likelihood, the happiness received from drinking alcohol was determined based on the dwarf's preference for the booze and possibly the quality of the barrel. --[[User:Quietust|Quietust]] 18:08, 9 April 2010 (UTC)&lt;br /&gt;
::Can this possibly be tested? I think it would have to wait until hacking is available so we can measure the exact amount of happiness the dwarves are getting from the drinks. Until that time, yeah, just don't say anything on the matter. --[[User:Eagle0600|Eagle0600]] 15:24, 10 April 2010 (UTC)&lt;br /&gt;
:::It looks some some information about alcohol quality ended up on the [[DF2010:Starting_build|Starting Build]] page. Have we gotten any confirmation about this yet? --[[User:TheWealthyAardvark|TheWealthyAardvark]] 03:17, 7 May 2011 (UTC)&lt;br /&gt;
:I tried some {{L|!!SCIENCE!!}}: embark bought booze vs booze brewed by a Legendary+4 brewer.  Embark booze gives the thought &amp;quot;had a fine drink lately&amp;quot;, while the legendary brewed booze got &amp;quot;had a truly decadent drink lately&amp;quot;, but only if drunk by a dwarf which prefers that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 07:03, 22 May 2011 (UTC)&lt;br /&gt;
::Oops, looks like ''any'' booze brewed on-site gets &amp;quot;had a truly decadent drink lately&amp;quot; out of dwarfs who prefer that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 10:19, 22 May 2011 (UTC)&lt;br /&gt;
:::Did anyone check the quality of the barrels? --[[User:Djsmiley2k|Djsmiley2k]] 08:04, 5 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Seeds==&lt;br /&gt;
Neither of the articles (2010 or 40d) mention whether brewing returns the seeds of the plant you brew. I'm going to add this into the article, but I am not an experienced wiki editor, so I would appreciate a response from more experienced editors along the lines of &amp;quot;Good idea,&amp;quot; or &amp;quot;Bad idea,&amp;quot; or &amp;quot;why did you add to the talk page for this?&amp;quot; --[[User:Kierkkadon|Kierkkadon]] 00:25, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reserving Barrels/Bins ==&lt;br /&gt;
&lt;br /&gt;
Barrels and bins can be reserved(set aside for tasks such a brewing) through the stockpiles menu.  This might be what this:&amp;quot;Unlike many farming labours, brewing cannot be done without a barrel. This can become an issue if your fortress has more food than barrels, as any spare barrels will be immediately filled with food. Limiting the number of barrels that your food stockpiles can store can help keep some barrels empty for brewing.&amp;quot; is supposed to mean, but its not very clear about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brewing Skill ==&lt;br /&gt;
&lt;br /&gt;
Does the brewing skill matter? Since it takes about the same amount of time to brew and always brews the same amount, could I simply just draft a bunch of peasants to start brewing and I'd be fine? --05:06, 22 May 2011 (UTC)&lt;br /&gt;
:I tried some {{L|!!SCIENCE!!}}: embark bought booze vs booze brewed by a Legendary+4 brewer.  Embark booze gives the thought &amp;quot;had a fine drink lately&amp;quot;, while the legendary brewed booze got &amp;quot;had a truly decadent drink lately&amp;quot;, but only if drunk by a dwarf which prefers that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 07:03, 22 May 2011 (UTC)&lt;br /&gt;
::Oops, looks like ''any'' booze brewed on-site gets &amp;quot;had a truly decadent drink lately&amp;quot; out of dwarfs who prefer that type of booze. -- [[User:Khym Chanur|Khym Chanur]] 10:19, 22 May 2011 (UTC)&lt;br /&gt;
:::Ah, so is there any difference at all in speed when it comes to the skill? Or does this mean I can draft any dwarf to brew? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 21:59, 22 May 2011 (UTC)&lt;br /&gt;
:::What was the quality of the '''barrels''' containing the alcohol? --[[User:Quietust|Quietust]] 22:12, 22 May 2011 (UTC)&lt;br /&gt;
::::Barrels were all imported, so they had zero quality. -- [[User:Khym Chanur|Khym Chanur]] 22:42, 22 May 2011 (UTC)&lt;br /&gt;
::::That is, they were all embark-imported. -- [[User:Khym Chanur|Khym Chanur]] 22:45, 22 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152746</id>
		<title>User:Djsmiley2k</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152746"/>
		<updated>2011-09-01T11:51:16Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I shud put something here : [http://www.milkme.co.uk My site...]&lt;br /&gt;
&lt;br /&gt;
On linux: &lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./df_linux/raw/objects/&lt;br /&gt;
for x in ./inorganic_stone_* ;do sed -i 's/\[AQUIFER\]//' $x ; done&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and generate world.&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152745</id>
		<title>User:Djsmiley2k</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152745"/>
		<updated>2011-09-01T11:27:21Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I shud put something here : [http://www.milkme.co.uk My site...]&lt;br /&gt;
&lt;br /&gt;
On linux: &lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./df_linux/raw/objects/&lt;br /&gt;
for x in ./inorganic_stone_* ;do sed -i 's/[AQUIFER]//' $x ; done&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and generate world.&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Aquifer&amp;diff=152744</id>
		<title>v0.31:Aquifer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Aquifer&amp;diff=152744"/>
		<updated>2011-09-01T11:26:48Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* The modding method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:52, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
An '''aquifer''' is a subterranean layer of {{l|water|groundwater}}-bearing rock or {{l|soil}}. Attempts to mine through the layer will result in the mined-out squares immediately filling with {{l|water}}, effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in {{l|loam}}, and {{l|sand}}, makes it difficult to find great quantities of {{l|stone}} in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Aquifers can't be drained - the groundwater is limitless. {{l|stone detailing|Smoothed}} aquifer stone stops producing water. Aquifers located in {{l|water#Salt_Water|saltwater}} areas will produce salty water. Aquifers do not only produce water - if the incoming water is pressurized, an aquifer tile may instead absorb it. Just like with water production, this ability will not be disabled no matter how much water it absorbs. &lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers are less likely to be found near and in mountains.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*{{L|sandy clay loam}}&lt;br /&gt;
*{{L|silty clay loam}}&lt;br /&gt;
*{{L|loam}}&lt;br /&gt;
*{{L|sandy loam}}&lt;br /&gt;
*{{L|silt loam}}&lt;br /&gt;
*{{L|loamy sand}}&lt;br /&gt;
*{{L|silt}}&lt;br /&gt;
*{{L|sand (tan)|sand}}&lt;br /&gt;
*{{L|yellow sand}}&lt;br /&gt;
*{{L|white sand}}&lt;br /&gt;
*{{L|black sand}}&lt;br /&gt;
*{{L|red sand}}&lt;br /&gt;
*{{L|peat}}&lt;br /&gt;
*{{L|pelagic clay}}&lt;br /&gt;
*{{L|calcareous ooze}}&lt;br /&gt;
*{{L|siliceous ooze}}&lt;br /&gt;
*{{L|sandstone}}&lt;br /&gt;
*{{L|conglomerate}}&lt;br /&gt;
*{{L|puddingstone}}&lt;br /&gt;
Layers which CAN'T contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*{{L|clay}}&lt;br /&gt;
*{{L|silty clay}}&lt;br /&gt;
*{{L|sandy clay}}&lt;br /&gt;
*{{L|clay loam}}&lt;br /&gt;
*{{L|siltstone}}&lt;br /&gt;
*{{L|mudstone}}&lt;br /&gt;
&lt;br /&gt;
== What they do ==&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below.  They do not produce water in diagonally adjacent tiles, or in the tile above them.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction, and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone, and the digging job will be un-designated for that tile.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the ''upward'' direction, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell.&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
===Digging at a change in level===&lt;br /&gt;
&lt;br /&gt;
Though an aquifer seems a daunting obstacle, it ''is'' possible to dig through it, given an ample supply of building material (rock or wood) and any unevenness in the depth of the aquifer.  The basic facts:&lt;br /&gt;
&lt;br /&gt;
* An aquifer layer will ''absorb'' an unlimited amount of water draining in from above.&lt;br /&gt;
&lt;br /&gt;
* With an up/down stairway or channel designation, a dwarf can break through the floor of the cell ''beneath'' him.  That means a dwarf can stand on top of an aquifer layer, dig an up/down stairway, and make it drain into the layer beneath it, if that layer is also an aquifer or has an open path to an aquifer layer nearby.&lt;br /&gt;
&lt;br /&gt;
* A stairway may be swamped to dangerous levels with water draining in from the squares around it, but many stairways in a clump mean that the drainage to the next layer wins out.&lt;br /&gt;
&lt;br /&gt;
* Constructing a wall, up/down stairway, or channel in an aquifer layer prevents any water from originating in that square.  A wall prevents water from draining down into the next layer from any source, while the stairway or channel lets it come in from other squares and drain.&lt;br /&gt;
&lt;br /&gt;
These points support the following method:&lt;br /&gt;
&lt;br /&gt;
# Dig around at the level just above where you encountered the aquifer, placing up/down or down stairways according to your preferred city grid plan.  Training up a few miners in this way will help later.  Spot some points where the next level (as seen from down stairways) varies in wetness from one spot to another.&lt;br /&gt;
# For the following, pause the game after every square dug out and make sure the miners dig both layers at the same rate and redesignate when they cancel your plans automatically.  Dig a 5x5 hollow square of up/down stairways at the change in level, going down as far as you can.  The lower aquifer should accept water from the upper aquifer, allowing you to drain the upper aquifer (at least partway).  Then gradually take on the area in the middle, building walls and/or staircases to fill in and stop the flow as you expand.  Eventually you should get command over the source of flow, and can dig a hole in the center of the bottom-most layer surrounded by a 3x3 ring of impermeable rock.&lt;br /&gt;
&lt;br /&gt;
* ''Caveat: sometimes only the top of the aquifer changes depth, but the bottom stays at the same level.  In this case you will get nowhere.  Sometimes the aquifer is two or more layers thick and it doesn't offset enough to let you all the way through - in this case, sometimes you can use the cave-in method to get through one layer, then use this method to get through the next.  And sometimes you'll just find a hole right through when you investigate the change in level, because you're at a biome boundary and it's not aligned perfectly.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a {{L|sedimentary layer}} such as sandstone, it may be possible to tunnel down through deposits of ore such as magnetite. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like reveal.exe.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of {{L|conglomerate}}, as large clusters of {{L|puddingstone}} will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, it is possible to create a wall of obsidian between your working area and the {{l|water}}-bearing rock or {{l|soil}}. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The cave-in method===&lt;br /&gt;
If there are enough layers above the aquifer, then letting non aquifer rock fall into the aquifer layer gives an area of diggable rock. This requires at least 2 natural dry layers. If multiple aquifer layers are to be breached, things get more complicated. First {{l| channel}} out the area of aquifer that will be replaced. Then dig out all connecting floors and walls to the block that will fall (build a  support to hold it until you are ready for collision). A {{l| burrow}} may be useful to assign unnecessary dwarves to a safe area. When everyone is clear, de-construct the support with a lever. (If you forgot to bring stone, then you may instead build a constructed floor to support it, designate it to be destroyed, and have a {{l|hospital}} standing ready in case the unlucky one survives.)&lt;br /&gt;
&lt;br /&gt;
After the collapse, do not dig out the outer edge of the fallen rock.&lt;br /&gt;
&lt;br /&gt;
This does not work with {{l| wood}} walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
Some might regard this method as cheating, so use it at your own risk.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug that may prevent this method from working, collapsed layers may turn into the aquifer layer type that was dug out at that level. So, for example: We have three layers, layer 1 has the caving in section, and is not an aquifer. Layer 2 is a dug out layer that is also not a aquifer. And Layer 3 which is dug out and is an aquifer. Now, the bug, say layer 1's cave-in section lands on layer 3's dug out area, sometimes layer 1's caved in section may change into layer 3's soil type. Making it an aquifer too. Thus making the cave-in method impossible for that area.&lt;br /&gt;
&lt;br /&gt;
====Cave-In Example====&lt;br /&gt;
&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using {{l|channel}}s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with an up/down staircase - the incoming water will freeze after a few moments. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath. If there are two aquifer levels, for example, you can just make a larger initial hole, and make a smaller one for the level after. &lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: There is a bug that may prevent this from working, sometimes ice walls don't produce an ice floor tile above them, instead leaving it as &amp;quot;open space&amp;quot; which prevents the player from digging downwards. &lt;br /&gt;
Simplest method is to construct a wooden (or stone, if you have any) floor and then remove it. After the floor is removed, a natural ice floor will remain.&lt;br /&gt;
An alternative means that will work is to set the tile 1 z-level '''ABOVE''' your missing ice floor tile as a {{l|pond}}, and '''FILL IT'''. The first {{l|bucket}} of water that goes on it will create that missing ice floor tile the instant the water is dumped on it, and you will receive a cancellation message that the pond has gone away. Dezone the pond {{l|activity zone}}, and get back to work breaching that ice. Keep in mind that you will need an '''unfrozen water source''' to use to fill your bucket, so have a working {{l|well}} or underground pond ready beforehand for this to work.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
&lt;br /&gt;
The pumping method uses multiple {{L|screw pump|pumps}} to keep an area dry long enough to smooth or {{l|wall}} off the edges, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a moderately sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Mechanical {{l|power}} may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in hollow tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
Two [http://www.bay12forums.com/smf/index.php?topic=79224.0 pump-based implementations] have been tested and found to meet dwarven standards of excellence. &amp;lt;!-- At some point, put these on the wiki directly. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
&lt;br /&gt;
By editing the the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
On linux: &amp;lt;pre&amp;gt;cd ./df_linux/raw/objects/&lt;br /&gt;
for x in ./inorganic_stone_* ;do sed -i 's/[AQUIFER]//' $x ; done&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and generate world.&lt;br /&gt;
&lt;br /&gt;
===Digging with help from below===&lt;br /&gt;
&lt;br /&gt;
So say you sneak down below the aquifer through an ore vein or something, but you still want to punch a tunnel through a part of the aquifer that does ''not'' afford such luxury. With a typical double-layer aquifer (with an unsafe layer beneath it that fills from above) it is not easy to push through a stairwell where you'd like, even if you have access to the space beneath.  Start by ensuring 24 building materials (wood or stone) are available close by on the layer above the top aquifer, and that a ''large'' space (at least 25x25 or so, preferably larger) is available on the top safe layer under the aquifer, four layers beneath the first.    Dig or build an up-down stair at the same position on the upper and lower safe levels, and surround the top up-down stair with 8 down-stairs for better access.  Have at least three legendary diggers and half a dozen moderately skilled masons close by and idle.  It also helps to have a stairway or open space leading down from the lower level to relieve water buildup at the point you'll make the hole.&lt;br /&gt;
&lt;br /&gt;
Start by digging an up/down stairway upward from the bottom safe stairway into the bottom (third) layer.  Water will start pouring out into the bottom level.  Designate the next two squares up (on the aquifer levels) as up-down stairs to link the two, and wait until the diggers get started on them.  Then designate a 3x3x3 block around these as up-down stairs on the two aquifer levels and the unsafe level beneath.  Once they're built very large amounts of water will be pouring down into the lower space.  ''Warning:'' unlike in the previous version, diggers now make a habit of canceling designations that they feel they can't get to, such as if the lower level is too flooded for them to approach.  Make sure all 27 up-down stairs are dug out ASAP.  Then wall six squares on the top level (leaving two to be walled once the corners are filled in), and proceed downward from completed walls until you've walled squares on all three levels.  After you finish, I'm not sure if it's technically necessary to construct up-down stairs in the space you dug out by designation in order to stop all water leakage.&lt;br /&gt;
&lt;br /&gt;
===Going around===&lt;br /&gt;
&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type or vegetation type or density.  You might be able to dig down through a biome that doesn't have an aquifer, to a Z-level below the aquifer, and then (if you wish) tunnel beneath the aquifer to the previously inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level.  So you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
While annoying, aquifers can be useful for building a self-sufficient fortress, and for water-related {{l|megaprojects}}. Since an aquifer can absorb an infinite amount of water, it can function as a drain for anything above it. For instance, digging a pit in a lower Z level of an aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
Aquifers outside {{l|ocean}} biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a {{l|cistern}}. While both of these roles can also be filled by {{l|Caverns|Underworld}} features, an aquifer allows you to get the same advantages without exposing yourself to potentially dangerous Underworld creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elephant&amp;diff=152728</id>
		<title>v0.31 Talk:Elephant</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elephant&amp;diff=152728"/>
		<updated>2011-08-31T08:33:04Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Hunting Elephants? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;YES. YES! ELEPHANTS HAVE THE [TRAINABLE] TOKEN! --[[User:Samthere|Samthere]] 22:04, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hunting Elephants? ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that Elephants are trainable into War Elephants, my current fortress does not allow them to be trained into hunting Elephants, can anyone else verify this?&lt;br /&gt;
:I was able to train hunting elephant in my current fortress in the most recent version. --[[User:Hael|Hael]] 10:11,   18 May 2010 (GNT)&lt;br /&gt;
::I was told you need a Dungeon Master, and when I checked the raws my elephants had the exoctic tag? (which I removed ;) ) --[[User:Djsmiley2k|Djsmiley2k]] 08:33, 31 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=152700</id>
		<title>v0.31 Talk:Helmet snake</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=152700"/>
		<updated>2011-08-30T13:30:55Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;Eating the poison itself, counterintuitively, is also perfectly safe, due to the way the game handles poisons.&amp;quot;''&lt;br /&gt;
This could make more sense than it seems. The poison causes necrotosis, therefore would require to be in the muscle tissue or bloodstream. The dwarven digestive system could contain an acid strong enough to dissolve the poison, or the mucous lining of the stomach and digestive tract could be strong enough to repel the poison.&lt;br /&gt;
And yes. I am starting a disscussion over dwarven anatomy. --[[User:Libelnon|Libelnon]] 10:03, 27 April 2010 (UTC)&lt;br /&gt;
::Since we're being pedantic, why not point out that even though it makes a certain amount of sense, once thought about, the fact that &amp;quot;eating the poison... is perfectly safe&amp;quot; is still counterintuitive, as one's intuition would be to keep it out of contact with one's critters entirely. BAM! You got '''logic'd!''' --[[User:Zombiejustice|Zombiejustice]] 11:47, 27 April 2010 (UTC)&lt;br /&gt;
:::Ah, but then you get snake charmers who drink snake venom quite often with no ill effects. In fact, it's apparently a good source of protein. --[[User:Libelnon|Libelnon]] 14:57, 4 May 2010 (UTC)&lt;br /&gt;
::::Seems people need to research poison vs venom. Venom is injected generally, while poison is consumed. I.E. a poisonous bird isn't a problem and can happily live with you, unless you eat it... at which point you'd die. However a venomous bird would need to BITE you to cause issue. However some animals DO cross this line and are both.&lt;br /&gt;
&lt;br /&gt;
== Unreliable advice? ==&lt;br /&gt;
&lt;br /&gt;
The article describes the dangers of helmet snakes in significant detail, as well as providing advice on how to use them against enemies, but helmet snakes '''don't actually exist''' because they lack the [LARGE_ROAMING] token in their raws, so all of this advice seems rather suspect. --[[User:Quietust|Quietust]] 15:53, 15 September 2010 (UTC)&lt;br /&gt;
:The way I see it, it's possible that somebody added the necessary tokens to the raws to make helmet snakes exist specifically so they could spade helmet snakes. Still not really viable advice all things considered.--[[User:Eurytus|Eurytus]] 21:52, 15 September 2010 (UTC)&lt;br /&gt;
I have a helmet snake in a cavern in one of my fortresses, has it been newly added as of a new patch?--[[Special:Contributions/115.64.124.141|115.64.124.141]] 04:43, 28 November 2010 (UTC)&lt;br /&gt;
:They were properly enabled in version 0.31.15. --[[User:Quietust|Quietust]] 18:34, 28 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Helmet snake&amp;quot;==&lt;br /&gt;
My helmet snake could use that kind of attention. [[User:JohnnyMadhouse|JohnnyMadhouse]] 14:30, 4 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:''Helmet snake poison can quickly cripple an invader with [[DF2010:Morning sickness|constant pain and vomiting]]. ... Helmet snakes are perfectly safe to [[DF2010:Fellatio|eat]], however.''&lt;br /&gt;
&lt;br /&gt;
==A 'small' snake?==&lt;br /&gt;
How can it be a small snake when it has the same body mass as a sheep? :| That's one big ass snake! [[Special:Contributions/90.218.171.35|90.218.171.35]]&lt;br /&gt;
: It doesn't get that big until it's 60 years old, at which point it will probably have died of old age. --[[User:Quietust|Quietust]] 15:22, 6 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Defense_guide&amp;diff=152557</id>
		<title>v0.31:Defense guide</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Defense_guide&amp;diff=152557"/>
		<updated>2011-08-22T15:10:14Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Fortifications */&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|02:35, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
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&amp;lt;!-- THIS ARTICLE IS GENERAL THEORY, &amp;quot;THINGS TO CONSIDER&amp;quot;. &lt;br /&gt;
THERE IS NOT ROOM FOR DETAILS OR SPECIFIC SUGGESTIONS.&lt;br /&gt;
Specifics should be put into related articles.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Editors &amp;amp; Contributors''' - Please see the discussion page before posting. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of {{l|creature}}s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility. Fortress layout, military organization and training, traps and more, all contribute to the overall &amp;quot;defense&amp;quot; and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.&lt;br /&gt;
&lt;br /&gt;
There are three important things to consider when planning the defenses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, there is game style - you want the game to be &amp;quot;fun&amp;quot; for you, and with some strategies it's quite possible to defend yourself into complete boredom, or just go down a road that is not attractive style-wise. While this article cannot tell you how to have fun, it will comment on this when appropriate, and you should keep it in mind as well.&lt;br /&gt;
&lt;br /&gt;
'''Note''' - There is not room in this article to expand adequately on every sub-topic - ''please'' see specific articles for a ''complete'' discussion as desired.&lt;br /&gt;
&lt;br /&gt;
==General guidelines==&lt;br /&gt;
&lt;br /&gt;
While admitting that &amp;quot;Rules are made to be broken&amp;quot;, there are some general recommendations that have a proven value in defending a fortress:&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface. But each point of entry should be hardened against attack. Don't make more entrances than really necessary. If there is a useless or redundant opening, seal it off, one way or another. (Some creatures can destroy doors and drawbridges if they can reach them.)&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' Think redundancy - one wall may not be enough. With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside is essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their {{l|cage}}s ''inside'' your fortress. The choke points between the circles are where you build traps and lockable doors, and station troops.&lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being {{l|siege|siege}}d by scores of {{l|goblin}} archers, door-breaking {{l|troll}}s, invisible {{l|kobold}} master thieves, dive-bombing {{l|giant eagle}}s, flame-breathing {{l|fire imp}}s, angry {{l|elephant}}s, and a {{l|bronze colossus}} - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarves, they will, just believe it) you will have a buffer of defense to fall back on.&lt;br /&gt;
&lt;br /&gt;
==Threats==&lt;br /&gt;
Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.&lt;br /&gt;
&lt;br /&gt;
:*'''Wild animals'''&lt;br /&gt;
::Creatures vary in threat and habits. Some {{l|animal}}s are quite dangerous, but most are easily excluded by the humble {{l|door|door}} or {{l|Hatch cover|hatch}}, even if it's not {{l|forbidden}}. Some few are able to destroy doors and hatches, statues and other {{l|building}}s, and some are thieves (see below), or will eat your food (such as {{l|Grizzly_bear|bear}}s). A lone animal, even a clear predator, will usually flee from a stronger force, but some {{l|undead}} and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.&lt;br /&gt;
&lt;br /&gt;
::Wild animals can appear from the topside, but also from the {{l|cavern}}s that you may accidentally open up while mining (in fact, the worst ones are often from below). In evil or savage {{l|surroundings}}, the creatures can be both much tougher and more aggressive.&lt;br /&gt;
&lt;br /&gt;
:*'''Thieves &amp;amp; child snatchers'''&lt;br /&gt;
::Many creatures are &amp;quot;thieves&amp;quot; in the general sense, and offer their own potential headaches - a {{l|raccoon}} or small tribe of {{l|rhesus macaque}} or {{l|mandrill}} monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or three make off with some prized possessions. But a creature with a listed ( {{k|u}} ) {{l|profession}} of {{l|Thief}} has a few additional nasty surprises, namely being invisible until spotted by your dwarves or {{l|domestic animal}}s, being able to bypass locked or forbidden doors, being armed with a real weapon, and some imperfect ability to avoid triggering traps (though some seem better at it than others). {{l|Kobold}}s and {{l|goblin}}s are individually more dangerous than animals, but when spotted there's a special message, either &amp;quot;'''Protect the hoard!'''&amp;quot; or &amp;quot;'''Protect the children!'''&amp;quot;, as appropriate.&lt;br /&gt;
&lt;br /&gt;
:*'''Ambushes'''&lt;br /&gt;
::An {{l|ambush}} is a small number of enemies (less than ten) that are invisible until spotted, but are easier to spot than thieves. The alert message is &amp;quot;'''An ambush! Curse them!'''&amp;quot; They skulk around the outside of your fortress, unseen until they strike, looking for wandering dwarves or caravans entering or leaving. They will often flee off the map if challenged.&lt;br /&gt;
&lt;br /&gt;
:*'''Siege'''&lt;br /&gt;
::A {{l|siege}} is a large number of armed and organized attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. Some sieges bring dangerous creatures to aid the armed attackers. If you are at {{l|war}} with a civilization, expect annual sieges at least.&lt;br /&gt;
&lt;br /&gt;
:*'''Enemy archers'''&lt;br /&gt;
::Attackers with bows or {{l|crossbow}}s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Special techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
:*'''Building destroyers'''&lt;br /&gt;
::Some creatures have the {{l|Creature token|BUILDINGDESTROYER tag}} in their {{l|Raw file|Raw file}}. This gives them the fearful capacity of tearing apart your doors and bridges and anything else, only excluding constructions built with the {{k|b}} + {{k|C}} keys.&lt;br /&gt;
&lt;br /&gt;
:*'''Flying animals'''&lt;br /&gt;
::Currently, without modding, the only flying creatures are wild animals, like the {{l|giant eagle}}. Being aware of their presence is often all you can do until they choose to come to you.&lt;br /&gt;
&lt;br /&gt;
:*'''Megabeasts'''&lt;br /&gt;
::A {{l|megabeast}} is a particularly powerful and dangerous creature, such as a {{l|dragon}} or {{l|hydra}}. Megabeasts appear alone, with an alert message that mentions the beast by name. They often have unique characteristics which present unusual challenges, but are universally dangerous.&lt;br /&gt;
&lt;br /&gt;
:*'''Titans and Forgotten Beasts'''&lt;br /&gt;
::{{l|Titan}}s and {{l|forgotten beast}}s are similar to megabeasts in terms of size and strength, but are procedurally generated from random creature parts and may have procedurally generated special attacks (such as fire breath or web shooting) as well. Titans and forgotten beasts appear alone, with an alert message that mentions the creature by name. The two are very similar; titans attack from outdoors and forgotten beasts attack through underground caverns, but otherwise they present the same challenge. A titan from a benign biome will not attack your fort.&lt;br /&gt;
&lt;br /&gt;
:*'''War'''&lt;br /&gt;
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at {{l|war|war}} with anyone. If so, things can get hot fast, with more and larger ambushes and sieges, and sooner. This is unusual, but a nasty surprise if you didn't check.&lt;br /&gt;
&lt;br /&gt;
==Elements of a defense==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles that have worked in reality will work in DF. Combine different elements into the defense you want.&lt;br /&gt;
&lt;br /&gt;
A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to Dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent {{l|caravan}}s and {{l|migrant}}s from arriving, will kill {{l|liaison}}s, and prevent any desired outdoor activities. In addition, Dwarf Fortress players often find it enjoyable to perpetrate mass slaughter of invaders rather than helplessly glare at them from inside their caves.&lt;br /&gt;
&lt;br /&gt;
For this, you will need a more complicated defense than a passive ditch and walls. One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are {{l|ballista}}e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.&lt;br /&gt;
&lt;br /&gt;
===Physical layout===&lt;br /&gt;
These are the {{l|wall}}s, {{l|floor}}, {{l|fortification}}s and so on that create the towers and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements. Creative use of layouts can achieve some quite satisfying results.&lt;br /&gt;
&lt;br /&gt;
For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually reduces the range about 1:1.&lt;br /&gt;
&lt;br /&gt;
=====Terrain=====&lt;br /&gt;
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed. Removing {{l|Ramp|slopes}} can create safe, private terraces and valley walls that prevent all access. Chasms and {{l|river}}s (not brooks!) create hard barriers, but an open chasm or magma vent can be a source of dangerous creatures. Small hills can serve as vantage points for {{l|archer}}s (yours or theirs!), but if carved with stairs leading up from within, they can be quick strategic strongpoints. Narrow valleys can become chokepoints for entrances, where your {{l|marksdwarf}}s can overlook any who come and go. Augmented by {{l|construction}}s below, the terrain becomes your first option for defense.&lt;br /&gt;
&lt;br /&gt;
:Some players take quite a while before their first unpause, using that time to look around and think about the terrain, planning their fortress entrance and envisioning basic defenses.&lt;br /&gt;
&lt;br /&gt;
=====Walls=====&lt;br /&gt;
:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build {{l|fortification}}s. &lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
:{{l|Fortification}}s are the marksdwarf's friend. They do not allow passage, but allow hand-held missile weapons to pass through, and are often placed on top of walls for tactical advantage. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no chance of the missile being blocked if the firer is adjacent to the fortification, with increasing chances as any distance increases. Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, now they're adjacent too, and the fortifications will have zero effect. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. Fortifications have no effect on {{l|siege engine}}s.&lt;br /&gt;
&lt;br /&gt;
:Like Fortifications, Vertical {{l|Bars}} and Wall {{l|Grate}} will also allow projectiles to fire through them while impeding units' movement, but these constructions provide no defense - the missile fire works both ways equally. Unlike Fortifications, Bars and Grates may be connected to a {{l|Lever}}, and opened or closed remotely - thus, they are good for forming a portcullis.&lt;br /&gt;
&lt;br /&gt;
:: Concider a wall of fortications, then futher away from your fort a wall of Bars. Your marksmen are always adjacent to the Fortifications however the enemies can only ever get as a close as the bar wall. While the wall doesn't offer any extra protection it does stop the enemy at the fortification problem. Also can be achieved by a ditch in front of the fortification.&lt;br /&gt;
&lt;br /&gt;
=====Doors (&amp;amp; Hatches)=====&lt;br /&gt;
:{{l|Door}}s are the simplest way to keep an enemy out. (A {{l|floor hatch}} in this sense is just a horizontal door, and in all ways works the same.) Most creatures will be stopped by any door or hatch, though some others can smash them. With a little tinkering, doors can be made 3 tiles wide or more, but this remains mostly for aesthetics without much practical use, as {{l|caravan|wagons}} will still not be able to pass them. You can {{l|forbid}} doors to keep (most) hostile humanoids and creatures out, and your dwarves in. &lt;br /&gt;
&lt;br /&gt;
:Additionally doors can specifically be closed only against animals, to keep beloved {{l|pet}}s from wandering into enemy fire (they may pile up at the door and use the chance to slip out with a dwarf). &lt;br /&gt;
&lt;br /&gt;
:Forbidding all doors and entrances breaks the pathfinding of enemies, making them lurk at the map border where they entered, which can be quite inconvenient in the case of an invisible ambush that then rushes at your fort in just the moment your civilian dwarves move out to, say, cut trees.&lt;br /&gt;
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=====Floodgates=====&lt;br /&gt;
:{{l|Floodgate}}, alone or in a line, may be used as removable walls, since they need no support and disappear when &amp;quot;opened&amp;quot; remotely, although using a wide drawbridge will be much more economical in terms of {{l|Mechanism}}s. (Be aware that {{l|Megabeast}}s can batter down both raised floodgates and drawbridges, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or confused animal.)&lt;br /&gt;
&lt;br /&gt;
:A floodgate can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves.&lt;br /&gt;
&lt;br /&gt;
=====Moats=====&lt;br /&gt;
:Channeling a ditch is a fast and effective defense. However, consider that [[channeling]] has been changed from previous versions, and creating an effective moat now requires extra steps, such as designating ramp removal. The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too. &lt;br /&gt;
&lt;br /&gt;
:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design. But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's &amp;quot;up&amp;quot;. (This doesn't work with retracting bridges.)&lt;br /&gt;
&lt;br /&gt;
=====Bridges=====&lt;br /&gt;
:Bridges come in 3 forms - a permanent construction ''(a {{l|floor}} or top of a {{l|wall}} built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid &amp;quot;anchor&amp;quot; line of tiles at the base), and require a lever and two mechanisms to link them to be raised. Permanent bridges can be designed or later modified to include the latter.&lt;br /&gt;
&lt;br /&gt;
:A retractable/raise-able {{l|bridge}} over a deep trench is a simple and almost air-tight defense - only flying creatures can pass it (''once the bridge is raised''). The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire for anything behind it. {{l|Channel}}s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next {{l|z-level}} down. For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting {{l|bridge}} over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.)&lt;br /&gt;
&lt;br /&gt;
:Bridges can throw creatures a distance (in a random direction) when the bridge is raised/retracted, possibly injuring them on landing. Creatures on top of drawbridges will be utterly destroyed if they are flush against wall and have a floor tile above them, as will anything, friend, foe or object, on a floor that is covered when the drawbridge is lowered. This offensive use of drawbridges is known as the {{l|Dwarven Atom Smasher|Dwarven Atom Smasher}}.&lt;br /&gt;
&lt;br /&gt;
:A drawbridge works as a door when &amp;quot;raised&amp;quot;, sealing the passage it raises against. Consider this, as well as security from {{l|building destroyer}}s, when choosing the direction a drawbridge is to raise.&lt;br /&gt;
&lt;br /&gt;
:There are three important things to remember: 1) Always build the bridge to raise towards the ''inside'' (so it cannot be destroyed when raised), 2) the {{l|lever}} has to be pulled by a civilian or off-duty militiadwarf, not a full-time soldier, and 3) water can freeze solid in cold weather. Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.&lt;br /&gt;
&lt;br /&gt;
====Remote control====&lt;br /&gt;
:*'''Barriers'''&lt;br /&gt;
::If you link a {{l|lever}} to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if {{l|thief|thieves}} can bypass a closed door once it's linked to a lever or pressure plate.) There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between between pulling the lever and the barrier responding.&lt;br /&gt;
&lt;br /&gt;
::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that &amp;quot;close&amp;quot; signal will be lost. Any lever will have to be pulled twice more - to reset to &amp;quot;open&amp;quot;, and then to (try to) close again. This is not the case with drawbridges, which crush anything and everything below them when they close.&lt;br /&gt;
&lt;br /&gt;
:*'''Automated barriers &amp;amp; traps'''&lt;br /&gt;
::You can automate a barrier or trap by using a {{l|pressure plate}} instead of a lever, but there are complications there. Only &amp;quot;enemies&amp;quot; or wild creatures will trigger a pressure plate - your dwarves and tame animals can walk on it all day long. Also, no device, trap or barrier, can be constructed in a tile where a pressure plate is - that is the only constructed object that can be there. But with creativity, this can still be a powerful addition to your fortress defense.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
:''Full article: {{l|Trap design}}&lt;br /&gt;
&lt;br /&gt;
The most reliable way to stop intruders is lots of {{l|trap}}s, which, large or small, can become an essential part of your fortification design. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. A thief's trap avoidance is subject to chance, so the more the better. However, be aware that vast numbers of traps have the potential to take some of the {{l|fun}} and challenge out of the game - use accordingly.&lt;br /&gt;
&lt;br /&gt;
There are several types of {{l|trap}}s that a {{l|mechanic}} can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using {{l|lever}}s or {{l|pressure plate}}s.&lt;br /&gt;
&lt;br /&gt;
Note that a few creatures and enemies have the &amp;quot;trap avoid&amp;quot; token, potentially negating this defense against them.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
:''Full article: {{l|Military}}&lt;br /&gt;
&lt;br /&gt;
A {{l|sparring|trained}}, {{l|weapon|armed}}, and {{l|armor|armor}}ed {{l|military}} is the only way to bring the fight to the enemy. Building defenses to keep them safe is easy - keeping military ready and in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
A sufficiently large military can be used as a reactive force to rescue ambushed dwarves and safeguard the passage of caravans through unknown dangers, or even to sally out and meet a sieging force ''mano a mano''. The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost. And while {{l|scheduling}} may make ordering an army easier, dwarves will not retreat under any circumstances, so keeping a lot of dwarves in a squad will help a lone dwarf when he picks a fight with three {{l|undead|zombie}} {{l|troglodyte}}s. At best, an army should be considered supplemental for defending dwarves outside your fortress. See {{l|military design|military design}} for different options.&lt;br /&gt;
&lt;br /&gt;
===Animals===&lt;br /&gt;
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an {{l|announcement}} is generated and the game paused (even by wild animals!). Most animals aren't strong enough to take more than one armoured goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. '' &lt;br /&gt;
&lt;br /&gt;
Guard animals are a good second line of defense in open entrances after your traps. A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond. Also, the death of any animal will be {{l|announcement|announced}} (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some {{l|tame}}d animals will not fight goblins!)''&lt;br /&gt;
&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress. Such an animal chained out on the far side of the map can alert you to ambushes that start there before they threaten your local dwarves.&lt;br /&gt;
&lt;br /&gt;
{{l|Restraint|Restrain}} animals in narrow corridors (width 1 or 2), or in matched pairs against the walls of 3-wide corridors, preferably in places where enemy archers can't easily fire at them. &lt;br /&gt;
&lt;br /&gt;
===Siege engines===&lt;br /&gt;
:''Full article: {{l|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
Siege engines take some planning to use effectively, and have a range of about 100 tiles compared to a crossbow's 20 or so. Both catapults and ballistae can be very deadly, but both have their drawbacks -- they take time to reload and can only hit targets at the same z-level, and they are woefully inaccurate in the hands of unskilled operators or when loaded with low-quality bolts. Furthermore, they're manned by civilians, who will abandon their posts should the enemy get too close.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Now you know what you might face, and what cards you have in your hand. To that we add complications, things that make defense so much {{l|fun}}...&lt;br /&gt;
&lt;br /&gt;
===Surface jobs===&lt;br /&gt;
There are many times when dwarfs want to work on the surface. {{l|Wood cutting}}, {{l|Herbalist|gathering plants}}, {{l|hunting}}, {{l|fishing}}, {{l|mining}} exposed {{l|vein}}s or {{l|gem}}s, building defenses or other structures, {{l|grower|growing}} above-ground {{l|crop}}s, {{l|Health care|helping wounded comrades}} or recovering dropped items are only the most likely. Often they are alone and vulnerable to {{l|creature|wild beasts}} or {{l|ambush}}es.&lt;br /&gt;
&lt;br /&gt;
{{l|Burrow}}s are one option to handle civilian eagerness, but only {{L|squads|soldiers}} can currently be broken up by burrow - civilians are all grouped into the same category, so when you try to restrict civilians to one burrow to stop them from going outside, you should make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area, the vaster the project, the further your dwarves will be from existing defenses, and the more time they will spend working above ground. &lt;br /&gt;
&lt;br /&gt;
Making smaller enclosures in key areas with underground tunnels leading to them can an easier first step. Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel. Having military stationed or patrolling nearby is another option.&lt;br /&gt;
&lt;br /&gt;
* '''Burrows''' Making effective use of the burrow system, it's very easy to set a safe place designated as an emergency burrow and restrict civilians to it. Setting that alert state when there are enemies about causes your dwarves to immediately run to the emergency burrow and stay there until the alert is turned off.&lt;br /&gt;
&lt;br /&gt;
* '''Lock the front doors.'''It takes a truly airtight fortress to keep the entrance open while there are still enemies outside. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it.&lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as {{l|forbidden|forbidden}}. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard {{l|stockpile|stockpile}}s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing {{l|coffin|coffin}}s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
&lt;br /&gt;
===Water sources===&lt;br /&gt;
Access to {{l|water}} can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a {{l|well}} or cistern your dwarves can use safely. Remember to keep an extra {{l|bucket}} or two available.&lt;br /&gt;
&lt;br /&gt;
Some water sources are good locations for {{l|fishing}}, providing food during longer sieges.&lt;br /&gt;
&lt;br /&gt;
===Civilians trapped outdoors===&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy, and the enemy ''will'' find them. Having more than one entrance can be useful here, but each requires adequate defenses - the weakest link and all that. If you make these entrances accessible by drawbridge only, with a (short) moat outside that, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
&lt;br /&gt;
===Trade depot &amp;amp; caravans===&lt;br /&gt;
Factoring in &amp;lt;!--a 3-tile wide--&amp;gt; access to the {{l|trade depot}} adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and they can arrive in the middle of a {{l|siege}}. If they do, they can be slaughtered before reaching your doors, and that hurts you, (as well as possibly causing your civilian dwarfs to want to go running out and collect their dropped items.) Consider sending heavily armored escorts when expecting a caravan. You will possibly want to build the depot inside your walls/defenses with retractable-/draw-{{L|bridge}}s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarfs drag things to it faster, and leaves it to the caravan to do the hauling.&lt;br /&gt;
&lt;br /&gt;
Although wagons have been scarce of late, the Depot Access command still works, showing three tile wide paths a caravan can take. Caravans ''still appear where those paths meet the edge of the map'', even if they have no wagons. By choosing a brook bed recessed into the ground, or building floors to block travel around the edge of the map, it is possible to keep a caravan path only a few squares wide at the edge of the board, which is completely separate from all other visitors to the map. In this way you can leave the path to your Depot open all the time with virtually no risk from sieges and random creatures unless they enter one of those few squares.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Only {{l|wagon}}s need a three tile wide path to the depot, so the {{l|elf|elves}} and some of the dwarven and human merchants can still get through if it's only 1-tile wide. Wagons can't use stairs, so you need a three-tile {{l|ramp}}, unless you can dig into the face of a cliff.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Branching corridors===&lt;br /&gt;
Enemies will take the most direct path to your fortress, (even if it's not very direct at all). You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can have a primary, convenient, direct 3-wide path to your fortress open most of the time, with a convoluted detour that is forced (by drawbridges) only during sieges, lined with traps and overseen by marksdwarves. The possibilities are infinite.&lt;br /&gt;
&lt;br /&gt;
===Levers===&lt;br /&gt;
Be careful where you place the {{l|lever}}s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarfs, or both - near a {{l|Activity zone|meeting area}} or bedrooms of {{l|nobles}} is often a good plan. Make sure that the entire path to each lever is {{l|underground}} or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time. &lt;br /&gt;
&lt;br /&gt;
Another solution to the problem of rapid response time is to make your lever room double as a {{l|Screw pump|pump}} room. Pumping is a good way to build up your dwarves' {{l|attribute}}s regardless of whether the pump is doing work or not. If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
&lt;br /&gt;
For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial {{l|waterfall}}s. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
Use [[Note]]s to label each lever and attached device and trap clearly - if you come back to a game after a week and can't remember your levers, they are useless (or, worse, dangerous!) Color code your levers with different color {{l|mechanism}}s if that works for you.&lt;br /&gt;
&lt;br /&gt;
==General Suggestions==&lt;br /&gt;
&lt;br /&gt;
===First concerns===&lt;br /&gt;
&lt;br /&gt;
====Pre-embark decisions====&lt;br /&gt;
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.  If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe. Picks make decent weapons, and a dwarf with the proper mix of {{l|ambusher}} skill starts with a free equipment - a suit of leather armor, a {{l|crossbow}} and several dozen steel {{l|bolt}}s. A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few {{l|bauxite}} can't hurt) allows you to make immediate workshops even before your miner has swung her pick. While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.&lt;br /&gt;
&lt;br /&gt;
For most starts, unless your embark location is very close to the mouth of an open {{l|volcano}} or you are starting in an {{l|evil}} biome ''(and that is only recommended for experienced players, so why are you reading this?)'', there should be no serious immediate threats. Unless you are at {{l|war}} with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest. So wild animals are your only concern, predators that might prey on lone dwarfs and thieving animals that will target your valuables.&lt;br /&gt;
&lt;br /&gt;
====Striking the earth====&lt;br /&gt;
First, look around. At the terrain, at the animals present. Scan the {{k|u}} menu before un-pausing the game at the start, and regularly. More animals will enter the map, constantly and without warning, so keep an eye on visitors.&lt;br /&gt;
&lt;br /&gt;
One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft. Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later. Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress. Balance convenience against your long-range plans and visible threats. &lt;br /&gt;
&lt;br /&gt;
Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff. A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end. It gives you time to prepare your military. However, it also means that your dwarfs will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it. Entrances vary from a few tiles to a many dozen. Start with something smaller for now, but plan on how to develop the entrance you want later.&lt;br /&gt;
&lt;br /&gt;
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers. Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.) Using some of the principles above, it might look something like this...&lt;br /&gt;
&lt;br /&gt;
    #####################&lt;br /&gt;
 (a) ? (-trap   .....#&lt;br /&gt;
    ?   area-)  .  .# (A's/SE)&lt;br /&gt;
    ################....#&lt;br /&gt;
           #  #&lt;br /&gt;
           #D D#&lt;br /&gt;
           #  # &lt;br /&gt;
          &amp;lt;Inner Fortress&amp;gt;&lt;br /&gt;
            &amp;lt;sub&amp;gt;(Not to Scale)&amp;lt;/sub&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    (a)  = bait animal, on {{l|restraint}}&lt;br /&gt;
     #  = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels&lt;br /&gt;
     ?  = ramp up, drawbridge, moat, defensive structures, or combination of all&lt;br /&gt;
    traps = mechanic's traps and/or complex death traps, as you wish.&lt;br /&gt;
    ....&lt;br /&gt;
    . . = area open to sky, to prevent &amp;quot;dwarves staying inside&amp;quot; from archers outside entrance&lt;br /&gt;
    ....&lt;br /&gt;
     D  = wardog on {{l|restraint}}&lt;br /&gt;
   (A's/SE)= future site for archers and/or {{l|siege engine}}s (planning ahead)&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
The above might be longer or shorter, partially or entirely above or below ground, or have more turns. The &amp;quot;inner fortress&amp;quot; might only be a Trade Depot, with another similar entryway behind that. Instead of the turn, it might drop a level and dive below the sight of the Siege Engines. Since the first caravan won't arrive for at least 6 months, you can dig a 1-tile wide tunnel for now, or a staircase, and then dig out to another location for a more formal entrance. This is only a very rough, very simple example of combining possibilities.&lt;br /&gt;
&lt;br /&gt;
====It's mine!====&lt;br /&gt;
Consider how you will secure your valuables, your entrance, and any land you want to claim as &amp;quot;dwarf only&amp;quot; - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any {{l|farm plot}}s and {{l|Activity zone|meeting area}}s. This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map. Any barrier limits your dwarfs, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly. Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard &amp;quot;gate&amp;quot; that you can open and shut until you have a {{l|mechanic's workshop}} and some {{l|mechanism|mechanism}}s for levers, to link to a {{l|drawbridge}}.&lt;br /&gt;
&lt;br /&gt;
====Inside vs. outside====&lt;br /&gt;
Not &amp;quot;above ground&amp;quot; vs &amp;quot;subterranean&amp;quot;, but the border where the inside of your fortress starts, what you claim as &amp;quot;yours&amp;quot; vs &amp;quot;out there&amp;quot;. Some fortresses just have one main gate, some try to own the entire map. Some have an &amp;quot;airlock&amp;quot;, a middle ground (remembering multiple, layered defenses!) where a Trade Depot is kept, that visitors can access and is protected, but then a deeper, even more secure inner fortress - think of a castle courtyard - inside the walls but not yet inside the castle itself. A safe zone for friends, still unfriendly for enemies but taking extra precautions against full intrusion.&lt;br /&gt;
&lt;br /&gt;
This can be above ground or deep underground, a direct line or a maze of z-levels - that's all up to you, how much work you think &amp;quot;security&amp;quot; is worth. Hey, it's not like ''you'' have to do the heavy lifting.&lt;br /&gt;
&lt;br /&gt;
That line of defense - any line - can be passive (walls and barriers and traps only) or active, with military, either on permanent duty or with stations to report to when activated. Remote controlled bridges create movable walls and closed gates or open hidden moats to reroute visitors, enemies and/or your dwarves depending on the situation, so there is no one &amp;quot;configuration&amp;quot;, but several different options all side by side. &lt;br /&gt;
&lt;br /&gt;
====Mechanic's traps====&lt;br /&gt;
Traps are a good friend for the starting player. We're talking the simple traps that a mechanic places - complex death traps are up to you. Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone. When goblins show, they can number less than a dozen to start, but grow over time. Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there. But lead your target - count on the next attack being larger than the last.&lt;br /&gt;
&lt;br /&gt;
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat &amp;amp; etc from those corpses, just not breeding stock.)&lt;br /&gt;
&lt;br /&gt;
As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, {{l|Trap|weapon traps}} will become attractive. There is no hard rule or formula for all this - be creative.&lt;br /&gt;
&lt;br /&gt;
====Complex traps====&lt;br /&gt;
Between levers, pressure plates, water and magma, much fun can be had. But this article won't deal with any specifics. (See {{l|Trap design}} for those.) We will say - plan ahead. Think about what you might want to do, and leave ample room for it, in all 3 dimensions.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
To start, you will probably have few if any full-time military standing guard over your dwarfs - there is just too much to do at first, and serious threats are (hopefully) several seasons away. If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarfs can equip. Eventually you might have perhaps a quarter (or more or less) of your dwarfs as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas. When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See {{l|Military design}} for a more complete discussion on planning and deploying military and militia.&lt;br /&gt;
&lt;br /&gt;
==Different philosophies==&lt;br /&gt;
There are many, ''many'' ways to play DF. Some players play hard and tight, and some fast and loose. Some take no risks and protect every last dwarf and cat, and others happily leave a highway of dwarf and animal bodies for the next immigration wave to follow. Some live for the slaughter of ascii goblins, and others for the mega-project. No one &amp;quot;defense&amp;quot; will serve everyone's tastes.&lt;br /&gt;
&lt;br /&gt;
===Losing is fun===&lt;br /&gt;
There is no final &amp;quot;win&amp;quot; in Dwarf Fortress, no end point or Easter egg that says &amp;quot;Congratulations!&amp;quot; - it just keeps going, until, inevitably and unavoidably, you will lose. That's part of the game. So it's all about how you play until then, and finding your type of fun in that process. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Fun&amp;quot; vs. security===&lt;br /&gt;
It's not hard to create an acre of traps that, realistically, simply no threats can survive. If you want to pursue a megaproject (that is not a defensive trap) in peace and security, this may be a good plan. However, if you look forward to the military end of things, then you want to allow, or at least be able to invite combat at your choosing. Inexperienced players are recommended to use the hall-of-traps entryway, at least to start. Many experienced players challenge themselves by limiting their use of simple traps, or other voluntary handicaps. It's all about what you think is {{l|fun}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:*{{l|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152556</id>
		<title>User:Djsmiley2k</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152556"/>
		<updated>2011-08-22T12:37:31Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I shud put something here : [http://www.milkme.co.uk My site...]&lt;br /&gt;
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for x in ./* ;do sed -i 's/[AQUIFER]//' $x ; done&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152555</id>
		<title>User:Djsmiley2k</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Djsmiley2k&amp;diff=152555"/>
		<updated>2011-08-22T12:18:03Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I shud put something here : [http://www.milkme.co.uk My site...]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for x in ./* ;do sed -i 's/[AQUIFER]//g' $x ; done&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=152325</id>
		<title>v0.31 Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trap&amp;diff=152325"/>
		<updated>2011-08-12T16:07:28Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
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&lt;div&gt;Just a thought, shouldn't the materials to create said trap be listed here as well?  I'd do it myself, but I came here to find out what they are... [[User:Dorque|Dorque]] 02:59, 7 January 2011 (UTC)&lt;br /&gt;
: It is &amp;quot;kind&amp;quot; of said - carpenter makes stuff out of wood, metal worker makes stuff out of metal. I do see your point however. --[[User:Djsmiley2k|Djsmiley2k]] 16:07, 12 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
How can I Release the trapped creature out of the animal trap? Does it depends if the creature is tame? [[User:Trepach|Codito Ergo Est]] 02:34, 27 January 2011 (UTC)&lt;br /&gt;
: Build the cage somewhere - b,j choose location then x to choose the correct cage. - Once built, you can unassign the animal from the cage, freeing it. --[[User:Djsmiley2k|Djsmiley2k]] 16:07, 12 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=150668</id>
		<title>v0.31:Caverns</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=150668"/>
		<updated>2011-06-24T10:44:14Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Vegetation */ - clean up&lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the {{L|world generation}} parameters.&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of {{L|creatures}} to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with {{L|water}} to a certain degree. This can range from a few pools at the bottom level  to the whole layer being submerged, forming a gigantic underground sea, including {{L|fish}} and possibly camps of {{L|olm man|olm men}} and other {{L|fun}} aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the {{l|magma sea}}.&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
==Other features==&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''Deep pits:''' Deep pits are... deep pits, that connect one cavern level to the next.  They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen cave-in at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported, and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''Magma pools:''' Despite the name, magma pools are not actual pools, but tubes extending up from the {{l|magma sea}}. Their shape is fixed and their presence random.  A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''Passages:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Caverns will, from the topmost to the deepest, feature the following vegetation:&lt;br /&gt;
&lt;br /&gt;
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, {{l|Tower-cap}}s, and {{l|Fungiwood}}(s).&lt;br /&gt;
&lt;br /&gt;
'''Level two''': a level filled with, in addition to the above, {{l|Goblin-cap}}s, {{l|Spore tree}}s, {{l|Black-cap}}s, and {{l|Tunnel tube}}s.&lt;br /&gt;
&lt;br /&gt;
'''Level three''': a level lacking the trees the first level had, while still having those the second introduced, also has, {{l|Nether-cap}}s, and {{l|Blood thorn}}s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that it could have handled and the layer above can handle, here's an example of having only two layers:&lt;br /&gt;
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==Dangers==&lt;br /&gt;
There are many, many dangerous {{l|animal}}s in a cavern, including {{l|bugbat}}s, {{l|giant olm}}s, {{l|troll}}s, {{l|giant cave swallow}}s, and others.&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will {{l|Cave dragon|only}} {{l|Voracious cave crawler|be}} {{l|Magma crab|worse}}. If you can't stand level one, you won't be able to stand level two or three.&lt;br /&gt;
&lt;br /&gt;
{{l|Giant cave swallow|Flying creatures}} can {{l|Fun|ruin your day}} if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures).&lt;br /&gt;
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Also, any cavern of sufficient size will be inhabited by {{l|giant cave spider}}s, which can be both {{l|Silk|benefit}} and hazard.&lt;br /&gt;
&lt;br /&gt;
One thing you really have to watch out for is having your main stairwell lead into a cavern.  It doesn't have to be so walking creatures can get in, but just so there's an open hole.  Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination.  When this happens it can lead to all your dwarves starving themselves to death.  Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever regenerating resources in form of underground forests, animals to hunt, and fish.&lt;br /&gt;
On breaching a cavern layer, a variety of ores and gems lining its walls will be revealed.&lt;br /&gt;
The cavern floors are always {{l|Farming#Underground Farming|muddied}}, providing soil to a variety of underground {{l|plant}}s.&lt;br /&gt;
Also, underground caverns and the water they provide can be used in constructions and traps. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too.  Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc) or fish available on embark (or trade? {{verify}}).&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean {{l|soil}} or {{l|mud}}died {{l|rock}}, allowing you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
Cage traps placed in the caverns can capture pets for a {{l|Dungeon master}} to tame.&lt;br /&gt;
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==When should I start exploring?==&lt;br /&gt;
[[Image:Cavern.png‎|thumb|right|A cavern found underground.]]&lt;br /&gt;
You should have a working military. The first cavern usually has few hazardous monsters, apart from the occasional {{L|giant olm}} or {{L|giant toad|toad}} and {{L|giant cave spider}}s, but just one giant bat can destroy an early fort, and {{L|Forgotten beast|uninvited guests}} will wander in sooner or later. The subsequent caverns will become increasingly {{L|fun}}, so don't dig too deep without making adequate preparation. You can handle what tries to attack, presuming you don't have a {{L|siege}} to worry about.&lt;br /&gt;
&lt;br /&gt;
You can of course explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
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Not all parts of a cavern are immediately visible; A good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also very dangerous.&lt;br /&gt;
&lt;br /&gt;
==Methods of Exploration==&lt;br /&gt;
There are many different methods of exploring, some safer than others.&lt;br /&gt;
&lt;br /&gt;
'''Dwarf team''': The most entertaining method, you can have dwarves manually explore the cavern by foot. This can be done by ordering your {{l|squads}} into the cavern with move orders. If you use this method, it is recommended that you equip your dwarves well. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, and then you can wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through {{L|fortification}}s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and {{L|megabeast}}s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of {{L|smoothing}} a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a {{L|construction|constructed}} wall.  The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': {{L|Activity_zone#Pit.2FPond|Pit}} an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. Use a female animal when you have a male of the same species somewhere in your fortress to produce a population of self replicating rovers.  If the animal is tame, its movement can be somewhat controlled by creating a {{L|Activity zone#Meeting Area|meeting zone}} in the place you would like it to move to.  &lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. {{L|Noble}}s and {{L|cat}}s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
You can enter a cavern with an {{l|Adventurer_mode|adventurer}} and explore it.  The dangers are obvious;  Nasty creatures, pitfalls, etc.  But you also have to watch out because you can't fast-travel underground.  That means no easy healing, so you have to be very careful.  Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back.  Luckily, there are tribes of animal men underground;  Unlike in fortress mode, they are your friends. Some of them can even be hired.  Camps almost always have food, and usually some other items as well, though probably less useful.  Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the {{l|Giant cave spider|nature}} of caverns.  If you sleep in a camp, the tribe will try and protect you from {{l|Forgotten beast|whatever}} {{l|Troll|shows}} {{l|Blind cave ogre|up}}. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
{{L|Embark}}ation and dwarven {{L|caravan}}s will only provide resources available in the first cavern level.  Since {{L|purring maggot}}s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven {{L|cheese}} or dwarven {{L|milk}} {{Bug|1449}}.  A workaround is to edit the global {{L|raw file}}s to make purring maggots appear on level one, {{L|world generation|generate a new world}}, then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=150644</id>
		<title>v0.31 Talk:Giant olm</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=150644"/>
		<updated>2011-06-23T13:47:50Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* rider gains swim ability? */&lt;/p&gt;
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&lt;div&gt;I pointed out the differences between real olms and the in-game giant ones, so people don't make the mistake of expecting them to be at all similar. I made that mistake, and didn't realize they had no trouble breathing or moving on land. Nor did I realize that they can see just fine and that their eyes are perfectly functional. If you don't feel that it's relevant information, you're free to remove it. Also, we need to get those old tables for the game object displays up and running again, to accurately represent the information. I don't know how they worked in the first place. The only reason I wrote this, is because I just lost a fortress to a single giant olm. --Kydo 22:46, 5 April 2010 (UTC)&lt;br /&gt;
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== rider gains swim ability? ==&lt;br /&gt;
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is this true? I've had a giant olm with a goblin rider who tried to swim down river, and the rider is now dead in the river.&lt;br /&gt;
:No, it's false - it gives them the ability to drown, not swim. --[[User:Quietust|Quietust]] 18:57, 4 September 2010 (UTC)&lt;br /&gt;
:: Gives them the ability to swim, the same way wings gave Icarus the ability to fly ;) --[[User:Djsmiley2k|Djsmiley2k]] 13:47, 23 June 2011 (UTC)&lt;br /&gt;
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== Storage ==&lt;br /&gt;
Would a Giant Olm starve or die of dehydration in a room without food or water? Would the occasional goblin dropped in stave off starvation? [[User:Aussiemon|Aussiemon]] 06:30, 22 August 2010 (UTC)&lt;br /&gt;
:I'm pretty sure neither tamed nor untamed animals, of any kind, need food or water to survive. So no, the Giant Olm wouldn't die. Also: Animals currently can't eat other animals. --[[User:Tarran|Tarran]] 11:25, 22 August 2010 (UTC)&lt;br /&gt;
::Ah, thanks! It (and my giant cave spider in a different pit) are just ignoring the naked battered goblins I drop in though, unfortunately. [[User:Aussiemon|Aussiemon]] 21:07, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=150159</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=150159"/>
		<updated>2011-06-09T08:37:43Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: Spacing after spoiler warning&lt;/p&gt;
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&lt;div&gt;{{quality|Fine|17:24, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
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{{Minorspoiler}}&lt;br /&gt;
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The '''Magma sea''' is a large, multi-level 'sea' of [[magma]] that expands across the entire world. These can typically be found by around Z level -120 (though this seems to vary wildly (minimum -5 maximum -450 z level){{verify}}. The '''magma sea''' is always found below the last [[Cavern|Cavern]] level. &lt;br /&gt;
&lt;br /&gt;
It is not uncommon to find multiple z-levels of pillars of {{L|Raw adamantine}} in the magma sea (in fact, a 3x3 embark square guarantees at least one).&lt;br /&gt;
&lt;br /&gt;
In addition, around and under the magma sea is {{L|semi-molten rock}}, which is impassible. There is {{l|Curious_structure|a catch}} however; {{l|Hidden_Fun_Stuff|two}}, actually.&lt;br /&gt;
&lt;br /&gt;
Any items or natural rock walls dropped into the magma sea (specifically, onto &amp;quot;magma flow&amp;quot; tiles above semi-molten rock) will vanish without a trace.&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=150158</id>
		<title>v0.31 Talk:Magma sea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=150158"/>
		<updated>2011-06-09T08:36:01Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Spoiler warnings */&lt;/p&gt;
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&lt;div&gt;==Varying Height==&lt;br /&gt;
&lt;br /&gt;
In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (or below) the current position of the screen, and the other (at the bottom right) might be something like altitude&amp;lt;!--I HONESTLY DON'T KNOW, BUT I ASSUME IT'S MORE UNIVERSAL THAN THE RELATIVE NUMBER AT THE TOP--&amp;gt;, so try  and make a note of the bottom number so we can compare those and see where the magma sea starts. For some reason I forgot that number, but the first magma sea I found was at about -65 relative to the lowest point on the surface of my map. [[User:Ramperkash|Ramperkash]]&lt;br /&gt;
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:I’ve got mine sea at -22 (118 absolute height). That’s not good, because as a result I have not much minerals to mine and I play only 2x2 square... And most of those 22 layers are filled with 3 levels of caverns. [[User:WFrag|WFrag]] 07:35, 23 April 2010 (UTC)&lt;br /&gt;
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:Top of the sea at -27 relative (115 absolute) and the bottom where the layer of semi molten rock is at -32 relative. However my worldgen settings only had 2 cavern layers instead of 3. [[User:MLegion|MLegion]] 11:25, 11 July 2010 (UTC)&lt;br /&gt;
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==Spoiler warnings==&lt;br /&gt;
Do we really need the major spoiler warning there? There are already spoiler links on the two pages that are linked under the warning. --[[User:DUMBELLS|dUMBELLS]] 19:58, 17 April 2010 (UTC)&lt;br /&gt;
:Agreed, removed it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:45, 23 April 2010 (UTC)&lt;br /&gt;
:: Search for Sea - Click first option - whoops spoiled. Leave it in is vote from me --[[User:Djsmiley2k|Djsmiley2k]] 08:36, 9 June 2011 (UTC)&lt;br /&gt;
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==Draining the magma sea==&lt;br /&gt;
While trying make obsidian around the adamantine i noticed that the obsdian was falling down and disappearing as stated in the article, however this does cause a 7/7 tile of magma to be removed and does not seem to regenerate. Would pumping an endless water source into the magma sea thus drain it eventually? [[User:MLegion|MLegion]] 11:34, 11 July 2010 (UTC)&lt;br /&gt;
:This works but places where the magma touches the map edge work as endless magma supplies, so you can only drain levels or areas that are not connected to a map edge. Dropping water on the map edges turning them into obsidian seems to work to get around that though. [[User:MLegion|MLegion]] 10:43, 12 July 2010 (UTC)&lt;br /&gt;
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==magma sea generation==&lt;br /&gt;
Decided to try draining the sea, only to find myself unable to find a single tile where there was an unbroken line of magma from the top of the sea to the bottom, it appears that when the sea is generated it makes sure that none of the top of the magma sea can be traced directly down to the bottom floor, it would be nice if somene could verify that it's not just me or this particular embark. [[User:MLegion|MLegion]] 11:46, 11 July 2010 (UTC)&lt;br /&gt;
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== Verify rock collapsing into the magma sea vanishes. ==&lt;br /&gt;
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I've been trying to make a pillar of obsidian in the middle of the magma sea by dropping water from above, and absolutely no progress has been made. The water falls into the magma, and I can't actually catch any obsidian being produced. Steam and mist are produced, and if you trace it down the layers of magma, it turns into red sand. I get collapse messages every few seconds, but no matter when I pause it I can't find a square of obsidian anywhere. --[[Special:Contributions/75.234.2.101|75.234.2.101]] 19:19, 17 July 2010 (UTC)&lt;br /&gt;
:Anything that falls on to the semi-molten rock just vanishes. --[[User:MLegion|MLegion]] 18:31, 18 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=149614</id>
		<title>v0.31:Ettin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=149614"/>
		<updated>2011-05-25T11:20:35Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: Powered by disks? that makes no sense...&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine|05:16, 18 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
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'''Ettins''' are similar to the {{l|cyclops}} and the {{l|giant}}, but they have two heads.&lt;br /&gt;
They pose the same threat as the other giant humanoids, as they are also {{l|size|enormous}} and {{l|building destroyer}}s. They are usually found in {{l|cave}}s, so if you {{l|embark}} near one, be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
The heads are known to argue with each other, but that doesn't make the ettin any less {{l|fun|dangerous}}.&amp;lt;br&amp;gt;&lt;br /&gt;
They can survive having one of their heads lopped off, but may die nonetheless due to the heavy bleeding.  Can be easily stopped with weapon trap armed with large serrated discs.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=149418</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=149418"/>
		<updated>2011-05-20T16:16:38Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* No Dwarves */&lt;/p&gt;
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&lt;div&gt;==Trader's won't show goods==&lt;br /&gt;
Traders from my home civ show up, and they have loads upon loads of goods, but the trade window says they have nothing. I really need the goods they have. Help?--[[User:HugoLuman|HugoLuman]] 00:38, 10 April 2011 (UTC)&lt;br /&gt;
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==Colors of Containers==&lt;br /&gt;
Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
:The color of a container is based on what it's made of. Anything made from [[tower cap]] will be white. Normal wood is brown. --[[User:Strangething|Strangething]] 02:29, 14 July 2010 (UTC)&lt;br /&gt;
::Note that AD was talking about the color displayed in the trading screen, not the color of the item. Any container will display according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, regardless of the contents. So your barrel was foreign (listed in white), despite the fact that the cheese was local. When you (v)iew the item, the contents are listed, colored according to their origin (regardless of the container's origin). [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:14, 16 October 2010 (UTC)&lt;br /&gt;
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==No Dwarves==&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.Verify&lt;br /&gt;
-- This doesn't make sense either. If dwarfs are dead, who's embarking?&lt;br /&gt;
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==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wamblers were in my list. I haven´t caught any vermin yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermin from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({k|v} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
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==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
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::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
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== Late caravan ==&lt;br /&gt;
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The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
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== Merchants going underground. ==&lt;br /&gt;
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I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
: Confirmed. Humans entered from the top, and left through the first cavern. Killed an Serpent man tribe on the way out. 05:10, 18 July 2010 (UTC)&lt;br /&gt;
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== Multiple Trade Depots ==&lt;br /&gt;
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Has there been any change for this?&lt;br /&gt;
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== Traders go insane and starve ==&lt;br /&gt;
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&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
:I've only had this happen once. They went crazy after a while, and then starved.  I don't know if it was exactly six months, but probably similar time scale. Experiment.  Try locking the caravan on your map.  Find out if it is really 6 months, if they go crazy, stave, and what happens!--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
: Verified (in .13.12), caravan (and their pack animals) went insane, they could not handle 1-tile wide bridges over our river. Probably expected 3-6 tiles wide bridges! Looks like they drop their items upon going insane.--[[User:TomiTapio|TomiTapio]] 23:00, 29 July 2010 (UTC)&lt;br /&gt;
: In .31.25 I've just had a merchant and his pack animal go stark raving mad without holding the merchants hostage.  I had no Trade Depot.  I usually build a depot so I'm left scratching my beard on this.  Is this new behavior? --[[User:Jwest23|Jwest23]] 18:42, 3 April 2011 (UTC)&lt;br /&gt;
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== First Caravan Brings Nothing? ==&lt;br /&gt;
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I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
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== No Dwarven Caravan ==&lt;br /&gt;
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I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
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My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;br /&gt;
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:The same thing happened to me.  My fortress is in a &amp;quot;small region&amp;quot;-sized world-- I'm beginning to wish I'd paid more attention while the world was created; maybe there just aren't any other dwarves inside it?&lt;br /&gt;
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== Caravan leaving through cave ==&lt;br /&gt;
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I just had a caravan leave through a cave. I had a clear path to a ground exit from my trade depot, even for wagons. This was not the case for the cave level, as it was only reachable by stairs. I don't know if this is a bug or not. Strange, anyhow. /[[User:Josj|Josj]] 06:20, 28 June 2010 (UTC)&lt;br /&gt;
:Probably not a bug, as such.  Firstly, because caravans don't currently use wagons, but only pack animals, they can path up and down stairs.  Secondly... they probably picked the shortest path to an exit, and that just happened to be the cave level.  Was the ground exit on the other side of the screen, or temporarily blocked by a drawbridge or something? --[[User:DeMatt|DeMatt]] 18:24, 28 June 2010 (UTC)&lt;br /&gt;
::The ground exit was quite close--about a screen away from the depot. It could've been temporarily blocked by a barrage of haulers or something. I don't quite remember. But it would have had to be blocked as they went down some fifty levels or so. Even if the caravan used my traffic designations (which I don't believe they do) that wouldn't have been a closer route. It makes me wonder if it's possible for the caravans to appear in the caves.  /[[User:Josj|Josj]] 19:00, 28 June 2010 (UTC)&lt;br /&gt;
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== Forbidden Depots ==&lt;br /&gt;
I used the ' d:b:f ' command to forbid all items on my depot so that they would not have to haul all the stuff back, subsequently forbidding the 3 pieces mahogany that made up the depot itself. When the human caravan showed up, the game gave me a message that said they need a depot to trade at. I used the ' t ' command to unforbid each piece, and they instantly started to move to it. This might be worth mentioning as a troubleshooter, or something, if I can get confirmation on it. --[[User:Bungler|Bungler]] 03:45, 1 July 2010 (UTC)&lt;br /&gt;
:I can confirm that behavior. I used it all the time in 40d.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)  &lt;br /&gt;
::I had traders go insane, probably because the depot was bulk-forbidden. --[[User:TomiTapio|TomiTapio]] 20:59, 5 September 2010 (UTC)&lt;br /&gt;
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== Traders taking forever to load up==&lt;br /&gt;
The other lifesaver I found on this wiki somewhere relates to when you are trading a large number of items.  I had the problem where caravans would take months and months to load up and get out.  Once this lead to two caravans being on the map at the same time, (humans and dwarfs, I think) trying to load/unload at the same time and it was a mess (FPS suffered, too)  However, there is way to prevent this.  Pause the game after you get the &amp;quot;caravan has embarked&amp;quot; message, then go do {{k|d}}-{{k|t}} to designate trees (or mining, or whatever) and then hold down the mouse button.  Watch the depot at the same time and you'll see the items dance as they get loaded up while the game is paused.  Once the depot stops blinking, they're done and you can let go of the mouse.  It took my traders 1.5 minutes real life to load up.  But, then they take off on their merry way.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
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== Accessible and Inaccessible Depots ==&lt;br /&gt;
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Im very new to the game and have been having trouble with making my depot wagon-accessible. &lt;br /&gt;
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In the wiki it says that a 3-square wide corridor is needed to fit a trade wagon through(XWX in the D overlay). My problem is that Ive made a corridor 3 squares wide to my depot, but with the D command it still says my depot is inaccessible.&lt;br /&gt;
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In the D overlay should there be 3 W makers side by side(XWWWX) for the depot to be accessible? If this is the case then the hall needs to be 5 squares wide...&lt;br /&gt;
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Whatever the fix is, its not clear/helpful on the wiki. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.217.232.2|173.217.232.2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The D overlay only requires a path of Ws '''one''' tile wide, but it must be continuous and orthogonal (i.e. no diagonal-only gaps). Trace it out from the depot to find what's blocking the rest of the way (probably a boulder or a tree outside). --[[User:Quietust|Quietust]] 01:22, 9 July 2010 (UTC)&lt;br /&gt;
::You might need to smooth some boulders, cut down some trees, or add some ramps.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
== Experience ==&lt;br /&gt;
From the article: ''Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game. ''&lt;br /&gt;
This isn't true for 40d.  The experience was based solely on the number and value of the items brought by the trade caravan once a single trade was completed.  Has this changed for 31.xx?--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
:Agreed.  But the biggest thing was that it seemed like if you made that first trade for ''exactly'' 30%, your trader could get immense experience, even legendary.  But it didn't seem to work when I tried it in .12 of late. [[User:Dorf and Dumb|Dorf and Dumb]] 05:25, 26 August 2010 (UTC)&lt;br /&gt;
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My experience, when I've checked through dwarf therapist, is that a dwarf will get points in appraisal once, and only once, some time (within seconds) after the completion of the first trade with a particular caravan.  Tested using dwarfs with 0 experience in appraisal, haven't tested if changing dwarfs at the trade depot will allow you to train more than one dwarf per caravan, will do so later today, if future caravans remain free of goblins/magma/other fun.--[[User:MadGreyOne|MadGreyOne]] 17:25, 1 December 2010 (UTC) Or they gain their experience on the first time looking at the goods, as I now remember it saying, somewhere...  only one dwarf per caravan though =( And no experience gains shown at all for trading of items, so unless someone has seen clear evidence of multiple trades boosting experience gains we should probably remove that line.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
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== Random breaking of &amp;quot;Trader Requested at Depot&amp;quot;? ==&lt;br /&gt;
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I have the Broker's labors all turned off barring cleaning and the default health care entries. When a caravan arrives, he'll happily ignore my initial switching of the Depot status requesting his presence and continue to haul items to the depot (despite having all hauling labors off). I have to toggle it back to not requested and then back to requested and he's fine, he'll sit and trade...for a while. Then if he goes to get a drink, eat, or sleep, his action when he gets up will be to haul items again. Anyone else having this issue? [[User:Chronin|Chronin]] 18:46, 20 August 2010 (UTC)&lt;br /&gt;
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:Never have &amp;quot;only broker&amp;quot; set.  It slows things down, and the benefit is, you don't get more than one dorf trained with appraiser skill (which means if the broker dies, you don't even see a price on anything).  And the other benefit is, you can drive a harder bargain with the traders and therefore not get as much stuff brought in next time.  What's the point? [[User:Dorf and Dumb|Dorf and Dumb]] 05:27, 26 August 2010 (UTC)&lt;br /&gt;
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:almost all dwarves &amp;quot;bring items to depot&amp;quot;, I guess it's part of the non-toggleable jobs. --[[User:TomiTapio|TomiTapio]] 21:03, 5 September 2010 (UTC)&lt;br /&gt;
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: Even after turning off all other jobs, including hauling, I still get this problem. Even after confining him to a burrow consisting of nothing but the Depot, he'll still try to run off. The best solution is to request him as soon as the caravan is on the map, and it'll slide to the top of his job queue before it's gone. If you make a trade, he may run off again, so you might want to wait until everything you're trading away is there. [[User:Uzu Bash|Uzu Bash]] 14:10, 20 October 2010 (UTC)&lt;br /&gt;
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:I'm not certain(otherwise known as WAG time), but it seems like the trade at depot job doesn't become a priority until everything marked pending for trade has been hauled to the depot.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
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== Emergency Supplies ==&lt;br /&gt;
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It's fairly well known that caravans will bring lots of wooden logs if you don't have any in your fortress (including machine parts) or if you've forbidden all of them (something I've personally used numerous times - in my latest fort in 0.31.12, I managed to get elven and human caravans to bring over 200 logs each). It might be worth testing to see if caravans bring &amp;quot;emergency supplies&amp;quot; of things other than wooden logs - when I cooked all of my meat into prepared meals, the next human caravan decided to bring over 200 stacks of meat and prepared organs (it was enough to instantly overfill both of my 11x11 meat stockpiles, since my barrels were all full of booze). --[[User:Quietust|Quietust]] 18:37, 13 September 2010 (UTC)&lt;br /&gt;
:I believe I've got reasonable evidence that meat '''is''' considered an emergency good - when the human caravan arrived, the first horse was loaded up with wood logs and plants (which I had requested from the modded-in guild representative) and tons of meat (which I did '''not''' request), and the second horse was loaded up with a bunch more meat finally followed by several bins of cloth and leather, and the 3rd horse was carrying the rest of the leather; the rest of the caravan also held some stacks of random types of meat. Normally, binned goods are loaded at maximum priority, but liaison requests and emergency supplies both seem to override that. --[[User:Quietust|Quietust]] 04:24, 27 October 2010 (UTC)&lt;br /&gt;
::A quick test suggests that there are quite a few other emergency supplies - when I forbade '''everything''' in my fortress just before the Elven caravan arrived, the first horse was carrying nothing but plants, and the 2nd horse was carrying 50 bins of cloth plus lots of wooden logs, the 3rd horse was carrying the rest of the logs and the mostly normal trade goods, and the 4th horse had the usual assortment. Repeating with everything unforbidden resulted in a much more &amp;quot;normal&amp;quot; caravan - 5 horses carrying 12 ropes, 9 instruments, 12 toys, 10 pets (7 large creatures, 3 vermin), 11 cages, 21 booze barrels, 18 empty barrels, 8 buckets, 7 weapons, 12 body armor, 8 pairs of footwear, 13 shields, 8 headgear, 12 pairs of handwear, 11 seed bags, 10 mill bags (all dye), 12 sand bags, 13 empty bags, 14 bins of cloth (all of which were on the first horse), 8 crafts, 13 stacks of arrows, 24 stacks of plants, 11 threads, 10 legwear, 11 splints, and 6 crutches. --[[User:Quietust|Quietust]] 03:40, 6 November 2010 (UTC)&lt;br /&gt;
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== recent trading changes? ==&lt;br /&gt;
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Has anyone else seen changes to the way traders trade? Looks to me like in .31.16 (as compared to .12) the acceptable markup is much higher (45% compared to as little as 10-15%), and appraisal and other broker experience seems to be deferred now (appraisal skill not rising with each trade anymore, it rises sometime after the caravan leaves)[[Special:Contributions/202.156.10.234|202.156.10.234]] 01:04, 16 October 2010 (UTC)&lt;br /&gt;
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== King offering ==&lt;br /&gt;
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It looks like an offering of 5k is required to promote the city from barony. I sure would like to verify, but goblin seiges have pre-empted the liaison visits since becoming a barony. [[User:Uzu Bash|Uzu Bash]] 13:29, 20 October 2010 (UTC)&lt;br /&gt;
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== No Elven Cloth? ==&lt;br /&gt;
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Something very interesting has happened in my current fortress - last Autumn, I captured a giant cave spider and started a silk farm, and so far I've woven over 200 pieces of cloth (and have plenty of thread ready to weave), and the Elven caravan just arrived in the Spring with '''zero bins of cloth''' (and about 11 of everything else they usually bring). Maybe they were only bringing cloth in the first place because I wasn't producing any of my own? Maybe they brought it as emergency supplies? More testing is definitely in order. --[[User:Quietust|Quietust]] 03:16, 10 November 2010 (UTC)&lt;br /&gt;
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:Just not an Elven Caravan without the useless bits of string, eh?&lt;br /&gt;
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== Tunnel paths? ==&lt;br /&gt;
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There's a few spots on this page and others where it mentions caravans coming from the edge of the map, and some people mentioning underground tunnels, but the game wont let me mine at the edge of the map, am I misinterpreting things or is that info out of date?--[[User:Twilightdusk|Twilightdusk]] 03:04, 24 November 2010 (UTC)&lt;br /&gt;
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:You can't mine the edge of the map, but you ''can'' dig a tunnel all the way up to 1 square away, ending in a ramp to the surface. I think that's what the &amp;quot;Caravan Delay&amp;quot; section is suggesting. Also, above-ground walls and drawbridges cannot be built within 5 squares of the edge, but ''below'' ground ones can. Finally, if you've opened the caverns, it's reported (though I haven't seen it) that caravans can enter or exit there, so you may (or may not, I haven't tested this) be able to build a reasonably safe exit down there - i.e. you could wall up a path all the way to the edge - unless of course that Forgotten Beast happens to enter just where and when the caravan is exiting... [[Special:Contributions/202.156.10.234|202.156.10.234]] 08:16, 27 November 2010 (UTC)&lt;br /&gt;
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==Doors and traders==&lt;br /&gt;
I had my depot safely locked behind a set of doors, mainly to keep my stupid cats from wandering outside and getting mauled by the wild life. This was fine for the first two caravans (dwarf and elf, respectively), but the third one (a human one), while able to arrive just fine, was not able to leave until I removed the doors. Is this just a quirk? --[[User:Shatari|Shatari]] 04:41, 27 January 2011 (UTC)&lt;br /&gt;
:After playing around a bit, I think the problem was simply a matter of the humans taking forever to leave after their 'departing' message had popped up. I've not run into this problem since. --[[User:Shatari|Shatari]] 02:59, 15 February 2011 (UTC)&lt;br /&gt;
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== Traders forgot stuff ==&lt;br /&gt;
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They left their stuff behind. Quite a lot of it. I consider it a windfall, considering we had nothing left to eat or trade on the first caravan, so intent were we on our build.&lt;br /&gt;
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== Traders won't accept 1:1 trade? ==&lt;br /&gt;
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I just tried to trade with a dwarven caravan, and it wouldn't accept it. &amp;quot;With your trade goods such as they are, I cannot fathom you ending up with these items.&amp;quot; The trade was 1:1; no profit or loss for either side.&lt;br /&gt;
They wouldn't trade for a -1 loss either, saying they wouldn't trade for a loss.&lt;br /&gt;
.....Why? --[[User:Ruan942|Ruan942]] 12:20, 13 February 2011 (UTC)&lt;br /&gt;
:To my knowledge, traders prefer to make a profit, especially if your broker is lacking in social skills. --[[User:Shatari|Shatari]] 03:01, 15 February 2011 (UTC)&lt;br /&gt;
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== Childish Games? ==&lt;br /&gt;
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Hey, I've just recently started playing Dwarf Fortress. I've traded with caravans before, but on a new fortress the traders instantly said &amp;quot;Enough of your childish games.&amp;quot; and set off, even though they had about a 100 DB profit. Help?&lt;br /&gt;
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--100DB out of what, though?  Out of 100DB, fine. Out of 2000DB?  Only once you've traded a while with them.  Give them lots of profit (200%) for the first few trades.  Even if they are smaller amounts. Once you notice they're willing to trade, you can reduce the percentage of profit.  Also, note that the caravan trader will get more and more upset for each unacceptable trade.  I make (or goblins give me) so much cra..er junk in my fort that I'm usually trading 200,000DB for 5000DB back.  Later in the game, you don't really need much from the traders. I use them to remove stuff I don't want anymore, like *Large Rope Reed Trousers*.--[[User:Kwieland|Kwieland]] 17:13, 8 April 2011 (UTC)&lt;br /&gt;
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==Dwarven Caravan Every Other Year==&lt;br /&gt;
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As the title says. It seems that they only come once every two years. Has anyone else seen this?--[[User:Mirthmanor|Mirthmanor]] 03:32, 5 April 2011 (UTC)&lt;br /&gt;
:Only when I'm under siege. Traders won't some if a siege comes when they would have. [[User:GhostDwemer|GhostDwemer]] 14:59, 5 April 2011 (UTC)&lt;br /&gt;
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== Wild Animal Trading ==&lt;br /&gt;
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I can verify that benign wild animals are also released when trying to trad, not just aggressive animals. I tried to sell some traders some wild unicorns, and the dwarfs set them free. &lt;br /&gt;
But question, will Seizing an item warrant a siege, even if you already traded them lots of stuff and give them a huge profit? I'm trying to get rid of caravans as soon as I've traded everything I've wanted without making them too angry.--[[Special:Contributions/69.135.213.251|69.135.213.251]]&lt;br /&gt;
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I've wondered the same thing.  Find out for us! My guess is seizing things will not result in a siege as long as the caravan turns a profit.--[[User:Kwieland|Kwieland]] 17:08, 8 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fat&amp;diff=136723</id>
		<title>v0.31 Talk:Fat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fat&amp;diff=136723"/>
		<updated>2011-02-21T12:01:52Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;it seems with 0.31.06 the whole stack of fat from a forgotten beast is carried to the kitchen and not one at a time :/?&lt;br /&gt;
:The entire stack of fat is still hauled to the kitchen, but it only '''processes''' one unit per job. --[[User:Quietust|Quietust]] 15:24, 14 June 2011(UTC)&lt;br /&gt;
:: Does this by any chance instantly make it cluttered? :S --[[User:Djsmiley2k|Djsmiley2k]] 12:01, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=135651</id>
		<title>v0.31 Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kennel&amp;diff=135651"/>
		<updated>2011-02-03T16:28:16Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have been having trouble taming creatures, but other than that it seems like kennels haven't particularly changed.&lt;br /&gt;
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==2010 Best animals for military?==&lt;br /&gt;
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So now we have War Elephants, War Grizzly Bears, Giant War Eagles and even War Dragons. How about we collectively decide which is the best (strongest, most accessible, easiest to breed, etc.).&lt;br /&gt;
I really like Elephants as they are way strong and Giant Eagles because they can fly. Grizzly bears are really accessible from elves and they can be the front lines against goblins to make way for your dwarves.&lt;br /&gt;
Haven't really tested much, but from what I have observed, Elephants are the strongest due to their size, but the others seem to do quite well against goblins, too. Now which ones are massed up easily, are tanks, are fast, are strong, are dispensable (I always feel bad when my hard-worked Elephants die, as I always attach to them, same goes for Eagles... until they start breeding properly).&lt;br /&gt;
What do you think? --[[User:Speed112|Speed112]] 3:54 AM, 9 May 2010 (UTC)&lt;br /&gt;
:Dogs, probably.  Available everywhere, breed fast, grow fast, half-decent stats.  My (very limited) experience with War Giant Eagles suggests that they aren't as good as their wild cousins... their stats are better (thanks to training), but while they CAN fly, they DON'T fly, choosing to follow their trainer/master around on the ground.  So the Giant Eagle's biggest advantage (hit-and-run from the sky) is lost... and they don't have the stats to match goblins one-on-one. --[[User:DeMatt|DeMatt]] 01:32, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==2010 War Dogs==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or are war dogs barely worth the investment? Mine do virtually no damage to anything and just get themselves killed (I've just had one killed by a troglodyte, of all things).--[[User:Nimblewright|Nimblewright]] 12:29, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Individually they don't do a lot of damage, but it's pretty easy to get a swarm of them - and a war dog swarm is a force to be reckoned with.&lt;br /&gt;
** forget dogs -- Elephants breed just as fast and if you know the trick you can get them more easily (on a jungle biome)&lt;br /&gt;
*** Elephants may breed just as fast, but it takes '''ten years''' for them to become trainable. --[[User:Quietust|Quietust]] 14:14, 13 October 2010 (UTC)&lt;br /&gt;
**** Small numbers of war dogs are only useful to stop enemies for a while until the military arrives. Currently, I create a squad with one legendary dwarf and 55 war dogs. That should be quite effective. --[[User:Blur|Blur]] 11:02, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==2010 [TRAINABLE] animals==&lt;br /&gt;
&lt;br /&gt;
Since apparently [[Elephant|Elephants]] are now trainable, someone needs to compile a list of animals that can be trained into war animals and added to this page for easy listing [[Special:Contributions/68.161.167.37|68.161.167.37]] 13:35, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Here you go, this is everything with the tags in the raws.  Note there are none with [TRAINABLE_WAR] --[[User:StrongAxe|StrongAxe]] 13:48, 15 April 2010 (UTC)&lt;br /&gt;
*[TRAINABLE]&lt;br /&gt;
**[CREATURE:DOG]&lt;br /&gt;
**[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
**[CREATURE:BEAR_GRIZZLY]&lt;br /&gt;
**[CREATURE:ELEPHANT]&lt;br /&gt;
**[CREATURE:LION]&lt;br /&gt;
**[CREATURE:LEOPARD]&lt;br /&gt;
**[CREATURE:JAGUAR]&lt;br /&gt;
**[CREATURE:TIGER]&lt;br /&gt;
**[CREATURE:CHEETAH]&lt;br /&gt;
**[CREATURE:MANDRILL]&lt;br /&gt;
**[CREATURE:GORILLA]&lt;br /&gt;
**[CREATURE:BEAR_POLAR]&lt;br /&gt;
**[CREATURE:LION_GIANT]&lt;br /&gt;
**[CREATURE:LEOPARD_GIANT]&lt;br /&gt;
**[CREATURE:JAGUAR_GIANT]&lt;br /&gt;
**[CREATURE:TIGER_GIANT]&lt;br /&gt;
**[CREATURE:CHEETAH_GIANT]&lt;br /&gt;
**[CREATURE:DRAGON]&lt;br /&gt;
*[TRAINABLE_HUNTING]&lt;br /&gt;
**[CREATURE:BAT_GIANT]&lt;br /&gt;
**[CREATURE:BIRD_SWALLOW_CAVE_GIANT]&lt;br /&gt;
&lt;br /&gt;
Does anyone know the difference between [TRAINABLE] and [TRAINABLE_WAR]? If there's no difference can we assume Toady has an idea he has yet to implement... [[User:Numeral|Numeral]] 17:58, 19 April 2010 (UTC)&lt;br /&gt;
:Given that [TRAINABLE_HUNTING] only allows the creature to be trained for hunting and not for war, it's rather likely that [TRAINABLE_WAR] only allows the creature to be trained for war and not for hunting. --[[User:Quietust|Quietust]] 18:05, 19 April 2010 (UTC)&lt;br /&gt;
::My bad, I was under the assumption that [TRAINABLE] was only for war animals and that to have an animal be hunter trainable and war trainable it needed both [TRAINABLE] and [TRAINABLE_HUNTING] [[User:Numeral|Numeral]] 18:11, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals appear to have to be uncaged prior to being trained; a lack of uncaged trainable animals throws up a 'no trainable creatures available' error. Fortunately, dwarves still recognized caged wild animals if ordered to tame them.&lt;br /&gt;
&lt;br /&gt;
== Kennel as Workshop ==&lt;br /&gt;
&lt;br /&gt;
Should it be noted that the kennel isn't built from the workshop menu, but is actually directly under the {{K|b}}uild menu [[Special:Contributions/98.117.151.147|98.117.151.147]] 03:52, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Additional Detail? ==&lt;br /&gt;
Perhaps it should be added in the article that the creature to be trained has to be roaming the fortress freely and may ''not'' be assigned to a cage or restraint? --[[User:Doub|Doub]] 14:23, 3 May 2010 (UTC)&lt;br /&gt;
: I concur. It's not entirely obvious, but to train an animal, said animal has to be able to freely walk to the Kennels.  If all trainable animals are restrained, the trainer will cancel the job; however if there if the animal is not restrained but is unable to walk to the Kennel (due to non-Pet-Passable doors), the animal trainer will not cancel the job and the job will never complete.&lt;br /&gt;
&lt;br /&gt;
== Contradictory information ==&lt;br /&gt;
&lt;br /&gt;
The section on taming large animals say you need a caged wild animal, then later says the animal should not be caged at all:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Requires: '''A caged wild animal''' and an animal trainer.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild animals not already domesticated, '''such as those caught in cage traps. The creature to be trained has to be roaming the fortress freely and may not be assigned to a cage or restraint'''...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I read that as &amp;quot;the creature must be caged, but can't be in a cage.&amp;quot; Am I missing something, or is this information completely contradictory? --[[Special:Contributions/71.186.242.142|71.186.242.142]] 23:29, 26 June 2010 (UTC)&lt;br /&gt;
:'''Taming''' (i.e. turning a wild animal into a tame animal) requires the animal to be caged. '''Training''' (i.e. turning a tame animal into a hunting animal or a war animal) requires the animal to be uncaged and able to walk to the kennel. You are correct, though, that the text in the article was contradictory - it's been fixed now. --[[User:Quietust|Quietust]] 02:44, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Built or loose cage, or does it matter? [[User:Uzu Bash|Uzu Bash]] 21:36, 17 October 2010 (UTC)&lt;br /&gt;
::: I've never actually tried taming animals in a built cage - it's probably worth trying out. --[[User:Quietust|Quietust]] 00:26, 18 October 2010 (UTC)&lt;br /&gt;
:::: Taming creatures in built cages works just fine. --[[User:Quietust|Quietust]] 02:57, 19 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tame megabeasts who've killed dwarves ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if offscreen dwarf killings (those found in the legends) prevent megabeasts from being truly tame, like it does when a normal creature kills a dwarf of your fortress? --[[User:Peglegpenguin|Peglegpenguin]] 03:53, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If that made it an enemy of your civilization, same as an onscreen killing. [[User:Uzu Bash|Uzu Bash]] 19:42, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Workaround the for the no Dungeon Master bug?==&lt;br /&gt;
&lt;br /&gt;
I've edited the raws for the giant eagle from [PET_EXOTIC] to just [PET], but the caged eagle I have still isn't tameable - any idea why this is? I edited the raws -after- it was captured, if that makes any difference? [[Special:Contributions/90.198.6.67|90.198.6.67]]&lt;br /&gt;
:Mmmm... did you edit the raw files in the specific save folder, or the main DF folder? --[[User:DeMatt|DeMatt]] 20:17, 23 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ediable ==&lt;br /&gt;
&lt;br /&gt;
Can you eat creatures you've tamed... if so, how? As it seems I can't select butcher on tame/untame rodents of any size...? --[[User:Djsmiley2k|Djsmiley2k]] 16:28, 3 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=135644</id>
		<title>v0.31:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=135644"/>
		<updated>2011-02-03T09:30:19Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:12, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Animal Training&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train {{L|dog|war animal}}&lt;br /&gt;
* Train {{L|dog|hunting animal}}&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = {{L|Kennel}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' {{L|labor}}. An animal trainer works at {{l|kennel}}, taming certain animals and turning some {{l|tame animals}} into war or hunting animals.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'. Also, many exotic animals (signified by the {{L|Creature token#P|[PET_EXOTIC]}} tag in their {{L|raw file}}) require a {{L|Dungeon master}} in the fortress to allow animal trainers to train them.&lt;br /&gt;
&lt;br /&gt;
The animal to be trained is selected randomly from the list of unrestrained, uncaged, trainable animals. The only way to choose which animal gets trained is by ensuring no other trainable animal can get to the kennels, eg by tying them up or caging them.&lt;br /&gt;
&lt;br /&gt;
== Trainable Animals  ==&lt;br /&gt;
Giant versions of these animals are also trainable.&lt;br /&gt;
&lt;br /&gt;
* {{L|Dog}}*&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}*&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Elephant}}*&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These animals do not require a Dungeon Master to be tamed.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Wild animals can't be tamed with food bought from the embark screen or from caravans.  If no home-grown food is available, you'll get a &amp;quot;needs unrotten item&amp;quot; error. {{Bug|3667}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Food_hauling&amp;diff=135628</id>
		<title>v0.31:Food hauling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Food_hauling&amp;diff=135628"/>
		<updated>2011-02-02T17:25:29Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Labor&lt;br /&gt;
| labor      = Food Hauling&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Store {{L|food}} in stockpile}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarves}} with the '''food hauling''' {{L|labor}} enabled (default) will participate in hauling food and drink items (including {{L|lye}}, for some reason) in appropriate food {{L|stockpile}}s. Note that certain instances of food hauling do '''not''' require this labor, notably returning alcohol barrels to stockpiles after taking a drink (if the barrel wasn't originally on a stockpile and a new spot has just opened up) and storing plants after {{L|herbalist|gathering}} or {{L|grower|harvesting}} them.&lt;br /&gt;
&lt;br /&gt;
See {{L|Hauling}} for more information.&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Food_hauling&amp;diff=135627</id>
		<title>v0.31:Food hauling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Food_hauling&amp;diff=135627"/>
		<updated>2011-02-02T17:24:49Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: Nothing has changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Labor&lt;br /&gt;
| labor      = Food Hauling&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Store {{L|food}} in stockpile}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarves}} with the '''food hauling''' {{L|labor}} enabled (default) will participate in hauling food and drink items (including {{L|lye}}, for some reason) in appropriate food {{L|stockpile}}s. Note that certain instances of food hauling do '''not''' require this labor, notably returning alcohol barrels to stockpiles after taking a drink (if the barrel wasn't originally on a stockpile and a new spot has just opened up) and storing plants after {{L|herbalist|gathering}} or {{L|grower|harvesting}} them.&lt;br /&gt;
&lt;br /&gt;
See {{L|Hauling}} for more information.&lt;br /&gt;
&lt;br /&gt;
{{Labors}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floor&amp;diff=135626</id>
		<title>v0.31 Talk:Floor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floor&amp;diff=135626"/>
		<updated>2011-02-02T17:08:35Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Issues with roohttp://df.magmawiki.com/skins/common/images/button_nowiki.pngfing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Changes from 40d? ==&lt;br /&gt;
&lt;br /&gt;
Looks like everything in the 40d article will need to be verified before being written up for 2010, particularly the farming bits. [[User:Minus|Minus]] 03:51, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Issues with roohttp://df.magmawiki.com/skins/common/images/button_nowiki.pngfing ==&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/72.189.226.68|72.189.226.68]] 20:03, 11 August 2010 (UTC)&lt;br /&gt;
I'm trying to create a roof using flooring for a tower, and I keep getting a message saying I can't build there because there's no access to building material al economic item. and yes, there are stairs already.&lt;br /&gt;
&lt;br /&gt;
     -Try a ramp it seems that at least the up/down stairway doesn't count as a path. September 18 2010&lt;br /&gt;
&lt;br /&gt;
:: I realise this was ages ago, but as a side note - its because stairs are a slope, which takes up the whole tile, where as ramps are a slope which can be thought to end at the edge of the tile - the difference? you can stand on the top of a slope and not fall down. Stand on a staircase with nothing at the top and your likely fall off :) --[[User:Djsmiley2k|Djsmiley2k]] 17:08, 2 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135625</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135625"/>
		<updated>2011-02-02T15:51:17Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Can't release small creature? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage your dwarfs and save them later ==&lt;br /&gt;
&lt;br /&gt;
I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135607</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135607"/>
		<updated>2011-02-01T14:18:04Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* What to do with caged goblins by nickbii */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135606</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135606"/>
		<updated>2011-02-01T14:16:56Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* What to do with caged goblins by nickbii */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135605</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=135605"/>
		<updated>2011-02-01T14:16:43Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* What to do with caged goblins by nickbii */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3 makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=135542</id>
		<title>v0.31 Talk:Kobold</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=135542"/>
		<updated>2011-01-30T03:37:03Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Who stole the kobolds? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Discussions ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:In 40d Kobolds were limited to just copper weapons. However, for 2010 I've encountered Kobolds having Iron, Bismuth Bronze, and even Steel weapons when they arrive in ambush parties. I'm sure this is because the [MINOR_METAL] token has been removed from their racial entity under the entity_default.txt. Can anyone confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::I can can confirm that in v0.31.12, a kobold ambushing party arrived and was using weapons made from copper, silver, and bronze. I cannot confirm whether or not kobolds can arrive with steel armor/weapons. [[User:Coaldiamond|-Coaldiamond]] 13:20, 6 August 2010 (UTC)&lt;br /&gt;
::::In v 0.31.16, I can confirm a kobold thief can have a steel weapon. Just had one wielding a large steel knife. Fortunately they still seem like weak fighters, even with steel - it got 3 successful strikes on my unarmored woodcutter before he 'felled' the kobold 'tree', and he suffered nothing more than bruises. YMMV, of course.. [[Special:Contributions/202.156.10.234|202.156.10.234]] 04:48, 11 October 2010 (UTC)&lt;br /&gt;
:::Version 031.17, adventure mode: a large kobold encounter with multiple pieces of steel armor and weapons.&lt;br /&gt;
--[[Special:Contributions/75.6.240.66|75.6.240.66]] 08:39, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Lock picking ===&lt;br /&gt;
:Kobolds have the [LOCKPICKER] token but sometimes during an ambush they'll just mill around outside a locked door. I've actually only had them pick one out of four of my forbidden doors to get to the occupant inside the room. Does anyone have more info or can you confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::Is it possible that only kobold thieves can pick locks? Are warrior kobolds not able to pick locks?[[User:Coaldiamond|-Coaldiamond]] 13:22, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Changing description back to the one pulled from the latest release.&lt;br /&gt;
&lt;br /&gt;
==Who stole the kobolds?==&lt;br /&gt;
&lt;br /&gt;
I've been scouring map after map and making fortress after fortress, and since I got the new version, I simply haven't seen a single kobold - on the civilisations screen at embark or elsewhere. They used to annoy me, but now I miss them :'(&lt;br /&gt;
&lt;br /&gt;
Anyone else with this problem?&lt;br /&gt;
&lt;br /&gt;
:In my 3 or so forts so far, I've not seen them anymore either. I've had raccons stealing everything but no kobolds... I'm wondering now if an army of woodland creatures is going to turn up instead ;) --[[User:Djsmiley2k|Djsmiley2k]] 09:02, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Randomly now have a fort where they are constantly attacking me &amp;gt;_&amp;lt; I guess it depends on biome or something... --[[User:Djsmiley2k|Djsmiley2k]] 03:37, 30 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=135424</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=135424"/>
		<updated>2011-01-27T10:01:03Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* I broke his head with my shield while training */  - forgot to sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==I broke his head with my shield while training==&lt;br /&gt;
&lt;br /&gt;
I'm a little confused as to what happened exactly, but I saw this turn of events:&lt;br /&gt;
&lt;br /&gt;
1. Mayor has tantrum&lt;br /&gt;
2. sheriff has tantrum&lt;br /&gt;
3. another dworf was doing some sort of training demostration with sheriff&lt;br /&gt;
4. sherrif hits mayor with wooden buckler(I think), mayor has brain damage and dies&lt;br /&gt;
5. &amp;quot;another dworf&amp;quot; dies from some unknown cause (I dont recall :S)&lt;br /&gt;
6. Tantrum ends&lt;br /&gt;
&lt;br /&gt;
My question is, did they only get killed because it was a tantrum, or is it possible to kill a dwarf during training, using a shield (As its not classed as a &amp;quot;training&amp;quot; weapon? --[[User:Djsmiley2k|Djsmiley2k]] 10:01, 27 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Thijser wants people to test things==&lt;br /&gt;
A lot of tests should be put here&lt;br /&gt;
http://df.magmawiki.com/index.php/User:Thijser/Test so that we can gather as many results as passble. Maybe someone could put this on the basic page aswell. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:85.147.110.73|85.147.110.73]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weight of the weapon ==&lt;br /&gt;
{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table of weapons? ==&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
--I wholeheartedly second this suggestion.  This was quite helpful for making a custom shop, so it should either be put here or in a page about item_subtypes. 14:14, 15 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== MOODS &amp;amp; FOREIGN WEAPONS ===&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blowgun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Wooden Weapons? ===&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
::Wait, what?  I've traded for wooden swords et al. from the Elves.  Are you saying my dwarves can't use them in melee?  If that's true, please include it in this wiki page. I presume they're usable in weapon traps?  Please clarify.  -- [[User:Maunder|Maunder]] 05:28, 26 October 2010 (UTC)&lt;br /&gt;
:::You can USE them (if they're not too large, like pikes and halberds), you just can't MAKE them. In general, the &amp;quot;made of wood&amp;quot; bad trumps the &amp;quot;non-dwarven types&amp;quot; good, and you're better off with homegrown weaponry. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Can Dwarves Use These? ===&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ammunition for Ranged Weapons ==&lt;br /&gt;
&lt;br /&gt;
How can I make bolts. Or I should trade them instead? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Trepach|Trepach]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As crossbow bolts are native dwarven weapons, you can make bone and wood bolts at a {{l|Craftsdwarf's workshop}}, or metal ones at a {{l|Metalsmith's forge|forge}}.  Try looking at the page for {{l|Bolt}}s instead of just the generic Weapon page. --[[User:DeMatt|DeMatt]] 16:14, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ranged Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Poison on ammunition/weapons ===&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just View them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]]. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Illeist|Illeist]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Immigrant skills ===&lt;br /&gt;
I've had immigrant dwarves with skills to use bows and blowguns.  So I gave them appropriate weapons I traded or fought for.  But I can't make nor trade for the ammunition?  What?  This should be considered a bug.  Either let us make arrows/darts, or don't give dwarves the skills.  -- [[User:Maunder|Maunder]] 05:38, 26 October 2010 (UTC)&lt;br /&gt;
:Elves often have arrows.  Humans sometimes do.  Darts are more a cave civilization thing, and you can't trade with them. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
:Artifact weapons have the highest quality modifier, which AFAIK makes them hit more accurately and penetrate/cut more effectively than lower-quality weapons.  I don't think naming a weapon changes its performance, just whether it's mentioned in Legends mode and in artwork. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==obsidian==&lt;br /&gt;
still like steel? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ore/weapon==&lt;br /&gt;
battle axe evidently needs 4 wafers.  Short sword needs 3&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.130.202.198|99.130.202.198]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hammers==&lt;br /&gt;
Since blunt weapons damage is related to the weight of the weapon would it make sense to make War Hammers out of a heavy metal. like lead if that is possible.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:198.53.163.246|198.53.163.246]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes. Silver is the easiest to make them out of.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Material effectiveness? ==&lt;br /&gt;
&lt;br /&gt;
I've seen mentions of the different materials having &amp;quot;Sheer&amp;quot; and &amp;quot;Density&amp;quot; qualities that make them good for slashing/piercing and bludgeoning attacks respectfully, but I haven't seen any explanation, or even a list of which materials are better than others for each category. Can someone help me here? --[[User:Twilightdusk|Twilightdusk]] 02:20, 29 November 2010 (UTC)&lt;br /&gt;
:Not well no.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::You could try looking at [[DF2010:Metal#Weapon_.26_Armor_Quality|the Metal page]], and see if that helps you out. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Decorations ==&lt;br /&gt;
&lt;br /&gt;
This question has been popping up forever and given the absurd amount of decorations possible (especially on artifacts) I think it is rather important that we learn; do decorations increase weight for weapon effectiveness? Has anyone tested this?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:68.203.1.164|68.203.1.164]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:No, decorations don't weigh anything.  I've got a slate door artifact with nine decorations, two of which are of reasonably weighty materials (iron and more slate), and it weighs the same as a plain slate door. --[[User:DeMatt|DeMatt]] 05:56, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Preferences and Attachments ==&lt;br /&gt;
&lt;br /&gt;
I have a (Swords)dwarf who has not killed anything other than boredom, and only recruited for about 6 months now.  Already he has grown attached to two steel items.  A steel spear, and a steel shield.  After checking the preferences, I found that he is fond of steel.  Maybe preferences influences attachment speed?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:22, 8 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about picks? ==&lt;br /&gt;
&lt;br /&gt;
I tried picks -vs- axes in the arena. It seems like picks are much better at armor penetration that axes. But how do you make a pick user skillful in the arena?&lt;br /&gt;
&lt;br /&gt;
Can you arm soldiers with picks? Do they use mining skill to attack?&lt;br /&gt;
&lt;br /&gt;
:Picks use the mining skill in combat. Your legendary +5 miner would be quite effective as early defense against goblins snatchers, kobold thieves and macaques. As a civilian skil, mining cannot be adjusted in arena mode. --[[User:Blur|Blur]] 18:46, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Named weapons ==&lt;br /&gt;
I got three weapons named, one spear, one mace, and one ''shield''. The dwarf which named shield and mace liked the material they were made of. This could also be important. The namend weapons do not have a kill list anymore. --[[User:Blur|Blur]] 15:46, 26 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sedimentary_layer&amp;diff=135421</id>
		<title>v0.31 Talk:Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sedimentary_layer&amp;diff=135421"/>
		<updated>2011-01-27T09:28:18Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Embark screen appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Embark screen appearance ==&lt;br /&gt;
Sedimentary layers show up as bright white on the embark screen, right? [[User:Primax|Primax]] 05:47, 22 June 2010 (UTC)&lt;br /&gt;
:Yes.  Ice (if a layer, say on a glacier) is cyan, soil layers are brown, sedimentary stone layers are bright white, igneous extrusive layers and metamorphic layers are light gray, and igneous intrusive layers are dark gray. --[[User:DeMatt|DeMatt]] 06:29, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to ID after embark ==&lt;br /&gt;
&lt;br /&gt;
I've only just understood that certain ores appear at certain levels. Can I id a layer once I've embarked? How would you go about this - this could be helpful in the wiki for newbies too :)) --[[User:Djsmiley2k|Djsmiley2k]] 09:28, 27 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cat&amp;diff=135360</id>
		<title>v0.31 Talk:Cat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cat&amp;diff=135360"/>
		<updated>2011-01-26T16:50:52Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Cat meat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Embark Cost ==&lt;br /&gt;
Has the update done anything to the 40d system of embark points?  Also, I tried to clear out anything that looked like it won't fit in this version when I filled the page out, but this definitely needs work.--[[User:Johntor|Johntor]] 18:31, 9 April 2010 (UTC)&lt;br /&gt;
:Embark cost is still the same. However, some other details have been changed with respect to butchering - reportedly, particularly young kittens will yield '''zero''' bones due to the new creature size mechanics. --[[User:Quietust|Quietust]] 20:05, 9 April 2010 (UTC)&lt;br /&gt;
::Speaking of size mechanics, do you know if anyone has pinned down the exact relationship between butchering yields and the new creature size mechanics? --[[User:Johntor|Johntor]] 00:44, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat body colors and male calicos ==&lt;br /&gt;
&lt;br /&gt;
If you get a cat's profile using 'z' it will describe the cat, including all the colors of their fur. I've found that cats often have multiple colors, including males. Multiple colors indicates a calico cat, which is strictly female.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:43, 13 May 2010 (UTC)&lt;br /&gt;
:I have a grey and white cat at home, He is a male. :| also in the past we have had male tortoise shell cats. However one thing which is &amp;quot;meant&amp;quot; to be true is that all ginger cats are male. We randomly ended up adopting a female ginger cat and she was bonkers. Then one day she just went to sleep and died :S --[[User:Djsmiley2k|Djsmiley2k]] 11:33, 26 January 2011 (UTC)&lt;br /&gt;
:Calicos are almost always female because some coloring traits are sex linked, but they can also be male.--[[Special:Contributions/75.80.43.80|75.80.43.80]] 11:49, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat meat ==&lt;br /&gt;
&lt;br /&gt;
When I butcher a cat, I get only a skull and no meat. [[Special:Contributions/89.251.107.19|89.251.107.19]] 14:16, 16 May 2010 (UTC)&lt;br /&gt;
:The results of butchery depend a LOT on the individual animal's stats.  If they're described as being fat, then they'll generate more fat.  If they're described as being skinny, they'll generate less.  Cats are small enough that no-variation kittens tend to generate only a skull - once it's grown into an adult, it'll generate a few bones and skin and such.  If you want more out of each individual animal, then you'll need to breed your animals larger - kill off small ones, let big ones breed. --[[User:DeMatt|DeMatt]] 07:53, 17 May 2010 (UTC)&lt;br /&gt;
:: Does that actually work in DF? Genetic breeding programs? --[[User:Romeofalling|Romeofalling]] 18:29, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Running v. .31.16, I am consistently getting kitten-sized returns (0-2 meat, 0-2 fat, 0-1 skin, 1 skull) from fullgrown cats, and not the 6-7 meat&amp;amp;fat noted in the article. I just slaughtered a dozen feline catsplosion-generators, and had the same results every time. Either the fullgrown cat returns have changed, or something about maturing in cages causes them to keep their kittenish returns - all cats were immediately caged at birth and matured (and allowed to stew for awhile) in a cage. This includes cats with descriptions of &amp;quot;gigantic&amp;quot; (for some reason all but one of my free-ranging cats are &amp;quot;gigantic&amp;quot;, so most of their offspring are too). [[Special:Contributions/202.156.10.234|202.156.10.234]] 09:28, 23 November 2010 (UTC)&lt;br /&gt;
::::Had they just grown to become adults, or had they been adults for at least a year? According to the raws, cats take two years to reach their full size. --[[User:Quietust|Quietust]] 13:33, 23 November 2010 (UTC)&lt;br /&gt;
:::::This was a 6-year old fort which up to that point had not slaughtered any kitties. So I'm pretty sure that at least some of the dozen were more than 2 years old, although I can't say 100%. But regardless, if that is what is happening then the page is wrong: adult cats don't return 6-7 meat/fat, they return 0-7. Look at it this way: if a stray &amp;quot;Cat&amp;quot; wanders in with immigrants, (therefore you have no idea how old it is) and you slaughter it, what will you get? Maybe 6, maybe 0. Compare with the [[Dog]] page, which says dog returns range from 6-13, roughly proportional to the immature vs. mature adult sizes. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:41, 25 November 2010 (UTC)&lt;br /&gt;
::::::Adjusted the butchering return numbers, and added info in the text about immature returns. Feel free to revert if any objection. I wanted to put something like &amp;quot;0-1 raw hides&amp;quot;, but the CreatureInfo macro doesn't seem to offer a way to do that. [[Special:Contributions/202.156.10.234|202.156.10.234]] 03:44, 6 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::: From the patch notes - you CAN selectively breed : '# Creatures inherit appearances from their parents. This includes dominant/recessive genes.  * As one example, you can use this system to breed your dogs to a certain color/size.' --[[User:Djsmiley2k|Djsmiley2k]] 16:50, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat/vermin ratios? ==&lt;br /&gt;
&lt;br /&gt;
How many cats does your fortress need, anyway? I assume the answer is based on size? Or maybe number of food stockpiles? --[[User:Romeofalling|Romeofalling]] 18:29, 30 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=135359</id>
		<title>v0.31 Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=135359"/>
		<updated>2011-01-26T14:11:11Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Friendly Enemies==&lt;br /&gt;
&lt;br /&gt;
When I attempted a reclaim, all the goblins that were there before were marked as friendly.  I organized a military squad and tried to kill one, all my dwarves had the task to kill him, but they just stood around him doing nothing.  The Goblins occasionally move, but besides that they do nothing. --[[User:Ralthor|Ralthor]] 05:33, 4 April 2010 (UTC)&lt;br /&gt;
:That's not new to this version; it's an old bug with enemies from civilizations (embarking on a goblin tower has the same effect). When you get your first goblin siege they should all become hostile once again. --[[User:Retro|Retro]] 06:22, 4 April 2010 (UTC)&lt;br /&gt;
:I tried to reclaim a fortress that was overun by Demons previously....Demons were ''not'' set to friendly --[[User:Kuroneko|Kuroneko]] 14:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When I reclaimed in 13.18, the goblins were definitely not friendly, has the bug been fixed?&lt;br /&gt;
&lt;br /&gt;
==Reclaim with 7 &amp;quot;Normal&amp;quot; Dwarves==&lt;br /&gt;
&lt;br /&gt;
On 0.31.12 and .14, when a reclaim has occurred, selecting &amp;quot;Play now!&amp;quot; dispatches a standard group of 7 dwarves, no military.&lt;br /&gt;
&lt;br /&gt;
Just to clarify, are fortress and reclaim now effectively the same mode, with the exception of the site? As in, no cheating and embarking on a chasm to get 70 dwarfs? [[User:Shabang50|Shabang50]] 11:45, 3 October 2010 (UTC)&lt;br /&gt;
==Scattering==&lt;br /&gt;
&lt;br /&gt;
I reclaimed a fortress that had fallen to Goblins and my reclaiming Dwarves were attacked by a Forgotten Beast moments after arival.  It was odd enough that it was on the surface, but the previous inhabitants of the fortress hadn't actually descovered the Beast and had infact walled themselves inside thier fortress before meeting thier end; the Cavern this Beast (I assume) inhabited had been tunneled into, however.  Anyway, it begs the question; are creatures scattered randomly around the map in the same way that Items are upon Fortress reclaim? -- Morgoth883 12:52, 27 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I believe so.  I managed to scatter an entire human caravan, they're still wandering around.  Gonna have to design some overly complex (that is, Dwarvenly!) methods to take them out. --[[User:Aescula|Aescula]] 10:29, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stuck items ==&lt;br /&gt;
&lt;br /&gt;
I've run in to an annoying problem after reclaiming a fortress (twice actually... long story, suffice it to say there was a particularly stubborn aggressive dwarf and by the time the entire party had managed to subdue said dwarf, they all dropped dead of thirst)&lt;br /&gt;
&lt;br /&gt;
What I'm encountering is random objects that are on the map (they interfere with building) but which my clean up crew refuse to have anything to do with.&lt;br /&gt;
&lt;br /&gt;
So far I've run in to a pair of stuck corpses (no miasma though) and a stuck rock.  All reclaimed, none being moved regardless of persuasion applied.&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 17:32, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've also had this problem with all stone of one type (microcline).  I can see them laying all over the place and they are not forbidden, but they will not be used by anyone.  --[[User:Aristoi|Aristoi]] 04:14, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::EDIT:  This is apparently a very old known bug.  Any items that were tasked when the fortress was abandoned will have an invisible task on them that will never leave.  They will be unusable, but can be moved with water or melted in magma. --[[User:Aristoi|Aristoi]] 00:09, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reclaiming vs. embarking ==&lt;br /&gt;
&lt;br /&gt;
Is there any difference between reclaiming fortress and embarking on top of an abandoned fortress?&lt;br /&gt;
&lt;br /&gt;
: AFAIK, no difference in the embarking team and eq. I've tried reloading presets, replanning, and even Play Now, with the same and different civilizations, and seen no particular advantages from standard embark. v.12-16 [[User:Uzu Bash|Uzu Bash]] 16:09, 14 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Double reclaim = ghosts who can't settle? ==&lt;br /&gt;
&lt;br /&gt;
I ended up reclaiming a fortress twice, that is during my first reclaim they all died again due to not being able to get to all the lost items. So I reclaimed again and now I have ghosts who don't appear under the &amp;quot;engrave&amp;quot; slab option. There is corpses scattered accross the landscape, so once I get some coffins built I'll see if i can assign to them. Also under the engrave slab, there is a &amp;quot;blank&amp;quot; where someones name should be.&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=135358</id>
		<title>v0.31:Fish</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Fish&amp;diff=135358"/>
		<updated>2011-01-26T13:19:34Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: Cave lobster no longer yeild shells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|23:43, 8 June 2010 (UTC)}}&lt;br /&gt;
Fish can be caught by a dwarf with the {{L|fishing}} {{L|labor}} enabled. Fish will be caught raw, and must be {{l|fishery|processed}} before being edible. Fish can be a good food source for an early fortress, but larger fortresses should probably butcher large animals like {{L|whale|whales}} or start {{L|Farming|growing}} their own food.&lt;br /&gt;
&lt;br /&gt;
Small fish are treated as {{L|vermin}}, and can only be harvested by processing. They will not show up on the {{k|u}}nit menu nor will they have any status when {{k|v}}iewed. As such, it is difficult to know how many are on the map. However, if there are no small fish in an area, the game will announce it.  Note that the vermin you can sometimes actually ''see'' seem to have no relation to what you can fish {{verify}}; that is, if you see a turtle in a murky pond, that doesn't mean that you can get any turtles out of that pond with the fishing labor.&lt;br /&gt;
&lt;br /&gt;
Larger fish, such as {{L|carp}} and {{L|halibut}}, are individual {{L|creatures}}, and are {{L|Butchery|butchered}} to become food, rather than processed.&lt;br /&gt;
&lt;br /&gt;
Due to the relative ease at which fish can be acquired in the early game with a sufficiently skilled Fisherdwarf, fish are often a staple source of food for newer outposts which have not established a stable agricultural system yet. They are also an excellent supplement to any larder.&lt;br /&gt;
&lt;br /&gt;
Most, if not all fish yield [[bones]]. Some, such as {{L|turtle|turtles}} yield shells too - all of which can be used by {{L|bone carver|bone carvers}} to create a range of items from armor to arrows or even toys.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Fishing}}&lt;br /&gt;
*{{L|Fishery}}&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=135353</id>
		<title>v0.31 Talk:Gem setter</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=135353"/>
		<updated>2011-01-26T11:41:02Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Gem Set Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Gem Set Ammo ==&lt;br /&gt;
What is the benefit of encrusting ammo with gems? --[[User:Twilightdusk|Twilightdusk]] 23:25, 19 November 2010 (UTC)&lt;br /&gt;
:Aesthetic. --[[User:Another|Another]] 15:36, 20 November 2010 (UTC)&lt;br /&gt;
:: &amp;quot;The goblin admires the gems encrusting the arrow as it passes through his skull&amp;quot; --[[User:Djsmiley2k|Djsmiley2k]] 11:41, 26 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cat&amp;diff=135352</id>
		<title>v0.31 Talk:Cat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cat&amp;diff=135352"/>
		<updated>2011-01-26T11:33:29Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Cat body colors and male calicos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Embark Cost ==&lt;br /&gt;
Has the update done anything to the 40d system of embark points?  Also, I tried to clear out anything that looked like it won't fit in this version when I filled the page out, but this definitely needs work.--[[User:Johntor|Johntor]] 18:31, 9 April 2010 (UTC)&lt;br /&gt;
:Embark cost is still the same. However, some other details have been changed with respect to butchering - reportedly, particularly young kittens will yield '''zero''' bones due to the new creature size mechanics. --[[User:Quietust|Quietust]] 20:05, 9 April 2010 (UTC)&lt;br /&gt;
::Speaking of size mechanics, do you know if anyone has pinned down the exact relationship between butchering yields and the new creature size mechanics? --[[User:Johntor|Johntor]] 00:44, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat body colors and male calicos ==&lt;br /&gt;
&lt;br /&gt;
If you get a cat's profile using 'z' it will describe the cat, including all the colors of their fur. I've found that cats often have multiple colors, including males. Multiple colors indicates a calico cat, which is strictly female.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:43, 13 May 2010 (UTC)&lt;br /&gt;
:I have a grey and white cat at home, He is a male. :| also in the past we have had male tortoise shell cats. However one thing which is &amp;quot;meant&amp;quot; to be true is that all ginger cats are male. We randomly ended up adopting a female ginger cat and she was bonkers. Then one day she just went to sleep and died :S --[[User:Djsmiley2k|Djsmiley2k]] 11:33, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat meat ==&lt;br /&gt;
&lt;br /&gt;
When I butcher a cat, I get only a skull and no meat. [[Special:Contributions/89.251.107.19|89.251.107.19]] 14:16, 16 May 2010 (UTC)&lt;br /&gt;
:The results of butchery depend a LOT on the individual animal's stats.  If they're described as being fat, then they'll generate more fat.  If they're described as being skinny, they'll generate less.  Cats are small enough that no-variation kittens tend to generate only a skull - once it's grown into an adult, it'll generate a few bones and skin and such.  If you want more out of each individual animal, then you'll need to breed your animals larger - kill off small ones, let big ones breed. --[[User:DeMatt|DeMatt]] 07:53, 17 May 2010 (UTC)&lt;br /&gt;
:: Does that actually work in DF? Genetic breeding programs? --[[User:Romeofalling|Romeofalling]] 18:29, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Running v. .31.16, I am consistently getting kitten-sized returns (0-2 meat, 0-2 fat, 0-1 skin, 1 skull) from fullgrown cats, and not the 6-7 meat&amp;amp;fat noted in the article. I just slaughtered a dozen feline catsplosion-generators, and had the same results every time. Either the fullgrown cat returns have changed, or something about maturing in cages causes them to keep their kittenish returns - all cats were immediately caged at birth and matured (and allowed to stew for awhile) in a cage. This includes cats with descriptions of &amp;quot;gigantic&amp;quot; (for some reason all but one of my free-ranging cats are &amp;quot;gigantic&amp;quot;, so most of their offspring are too). [[Special:Contributions/202.156.10.234|202.156.10.234]] 09:28, 23 November 2010 (UTC)&lt;br /&gt;
::::Had they just grown to become adults, or had they been adults for at least a year? According to the raws, cats take two years to reach their full size. --[[User:Quietust|Quietust]] 13:33, 23 November 2010 (UTC)&lt;br /&gt;
:::::This was a 6-year old fort which up to that point had not slaughtered any kitties. So I'm pretty sure that at least some of the dozen were more than 2 years old, although I can't say 100%. But regardless, if that is what is happening then the page is wrong: adult cats don't return 6-7 meat/fat, they return 0-7. Look at it this way: if a stray &amp;quot;Cat&amp;quot; wanders in with immigrants, (therefore you have no idea how old it is) and you slaughter it, what will you get? Maybe 6, maybe 0. Compare with the [[Dog]] page, which says dog returns range from 6-13, roughly proportional to the immature vs. mature adult sizes. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:41, 25 November 2010 (UTC)&lt;br /&gt;
::::::Adjusted the butchering return numbers, and added info in the text about immature returns. Feel free to revert if any objection. I wanted to put something like &amp;quot;0-1 raw hides&amp;quot;, but the CreatureInfo macro doesn't seem to offer a way to do that. [[Special:Contributions/202.156.10.234|202.156.10.234]] 03:44, 6 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat/vermin ratios? ==&lt;br /&gt;
&lt;br /&gt;
How many cats does your fortress need, anyway? I assume the answer is based on size? Or maybe number of food stockpiles? --[[User:Romeofalling|Romeofalling]] 18:29, 30 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blind_cave_bear&amp;diff=135351</id>
		<title>v0.31 Talk:Blind cave bear</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blind_cave_bear&amp;diff=135351"/>
		<updated>2011-01-26T11:29:59Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: Created page with 'Is the kitten on a rope dwarf humour, or does it need linking better? --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the kitten on a rope dwarf humour, or does it need linking better? --[[User:Djsmiley2k|Djsmiley2k]] 11:29, 26 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=135349</id>
		<title>v0.31 Talk:Kobold</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=135349"/>
		<updated>2011-01-26T09:02:45Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Who stole the kobolds? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Discussions ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:In 40d Kobolds were limited to just copper weapons. However, for 2010 I've encountered Kobolds having Iron, Bismuth Bronze, and even Steel weapons when they arrive in ambush parties. I'm sure this is because the [MINOR_METAL] token has been removed from their racial entity under the entity_default.txt. Can anyone confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::I can can confirm that in v0.31.12, a kobold ambushing party arrived and was using weapons made from copper, silver, and bronze. I cannot confirm whether or not kobolds can arrive with steel armor/weapons. [[User:Coaldiamond|-Coaldiamond]] 13:20, 6 August 2010 (UTC)&lt;br /&gt;
::::In v 0.31.16, I can confirm a kobold thief can have a steel weapon. Just had one wielding a large steel knife. Fortunately they still seem like weak fighters, even with steel - it got 3 successful strikes on my unarmored woodcutter before he 'felled' the kobold 'tree', and he suffered nothing more than bruises. YMMV, of course.. [[Special:Contributions/202.156.10.234|202.156.10.234]] 04:48, 11 October 2010 (UTC)&lt;br /&gt;
:::Version 031.17, adventure mode: a large kobold encounter with multiple pieces of steel armor and weapons.&lt;br /&gt;
--[[Special:Contributions/75.6.240.66|75.6.240.66]] 08:39, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Lock picking ===&lt;br /&gt;
:Kobolds have the [LOCKPICKER] token but sometimes during an ambush they'll just mill around outside a locked door. I've actually only had them pick one out of four of my forbidden doors to get to the occupant inside the room. Does anyone have more info or can you confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::Is it possible that only kobold thieves can pick locks? Are warrior kobolds not able to pick locks?[[User:Coaldiamond|-Coaldiamond]] 13:22, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Changing description back to the one pulled from the latest release.&lt;br /&gt;
&lt;br /&gt;
==Who stole the kobolds?==&lt;br /&gt;
&lt;br /&gt;
I've been scouring map after map and making fortress after fortress, and since I got the new version, I simply haven't seen a single kobold - on the civilisations screen at embark or elsewhere. They used to annoy me, but now I miss them :'(&lt;br /&gt;
&lt;br /&gt;
Anyone else with this problem?&lt;br /&gt;
&lt;br /&gt;
:In my 3 or so forts so far, I've not seen them anymore either. I've had raccons stealing everything but no kobolds... I'm wondering now if an army of woodland creatures is going to turn up instead ;) --[[User:Djsmiley2k|Djsmiley2k]] 09:02, 26 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=135348</id>
		<title>v0.31 Talk:Kobold</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=135348"/>
		<updated>2011-01-26T09:02:27Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Who stole the kobolds? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Discussions ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:In 40d Kobolds were limited to just copper weapons. However, for 2010 I've encountered Kobolds having Iron, Bismuth Bronze, and even Steel weapons when they arrive in ambush parties. I'm sure this is because the [MINOR_METAL] token has been removed from their racial entity under the entity_default.txt. Can anyone confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::I can can confirm that in v0.31.12, a kobold ambushing party arrived and was using weapons made from copper, silver, and bronze. I cannot confirm whether or not kobolds can arrive with steel armor/weapons. [[User:Coaldiamond|-Coaldiamond]] 13:20, 6 August 2010 (UTC)&lt;br /&gt;
::::In v 0.31.16, I can confirm a kobold thief can have a steel weapon. Just had one wielding a large steel knife. Fortunately they still seem like weak fighters, even with steel - it got 3 successful strikes on my unarmored woodcutter before he 'felled' the kobold 'tree', and he suffered nothing more than bruises. YMMV, of course.. [[Special:Contributions/202.156.10.234|202.156.10.234]] 04:48, 11 October 2010 (UTC)&lt;br /&gt;
:::Version 031.17, adventure mode: a large kobold encounter with multiple pieces of steel armor and weapons.&lt;br /&gt;
--[[Special:Contributions/75.6.240.66|75.6.240.66]] 08:39, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Lock picking ===&lt;br /&gt;
:Kobolds have the [LOCKPICKER] token but sometimes during an ambush they'll just mill around outside a locked door. I've actually only had them pick one out of four of my forbidden doors to get to the occupant inside the room. Does anyone have more info or can you confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::Is it possible that only kobold thieves can pick locks? Are warrior kobolds not able to pick locks?[[User:Coaldiamond|-Coaldiamond]] 13:22, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Changing description back to the one pulled from the latest release.&lt;br /&gt;
&lt;br /&gt;
==Who stole the kobolds?==&lt;br /&gt;
&lt;br /&gt;
I've been scouring map after map and making fortress after fortress, and since I got the new version, I simply haven't seen a single kobold - on the civilisations screen at embark or elsewhere. They used to annoy me, but now I miss them :'(&lt;br /&gt;
&lt;br /&gt;
Anyone else with this problem?&lt;br /&gt;
&lt;br /&gt;
:In my 3 or so forts so far, I've not seen them anymore either. I've had raccons stealing everything but no kobolds... I'm wondering now if an army of woodland creatures is going to turn up instead ;)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=135336</id>
		<title>v0.31 Talk:Thief</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=135336"/>
		<updated>2011-01-25T17:11:40Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Kidnapping bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goblin master thieves are missing - IIRC they are armed differently. Other noteable diffs? In 40d there were Kobold master thieves too, right? --[[User:Birthright|Birthright]] 22:23, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Kidnapping bug==&lt;br /&gt;
Had DF crash right after receiving alert of a successful kidnapping. Is this a known bug? Has anyone else had this happen? --[[User:Zombiejustice|Zombiejustice]] 01:59, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It crashes if your attacking a enemy who walks off the screen [[Special:Contributions/85.118.156.10|85.118.156.10]] [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
: I'm unsure if this bug still exists... I'll have to wait until I am attacked tonight and then follow them off the map again. --[[User:Djsmiley2k|Djsmiley2k]] 17:11, 25 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Caged Kobold==&lt;br /&gt;
I was looking at my stockpiles, and I noticed a cage with a kobold thief in it. How did it trigger a cage trap?&lt;br /&gt;
&lt;br /&gt;
==Overwrote Job: Kidnap By Clean Self (?)==&lt;br /&gt;
I just got this confusing announcement:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;OVERWROTE JOB: Kidnap BY Clean Self&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
The only reason for cleaning right now seems to be the slaying of the goblin ambushers by my military, but they wouldn't want to kidnap anyone, would they? --[[User:Doub|Doub]] 18:41, 14 May 2010 (UTC)&lt;br /&gt;
::Also got this message. A few frames later, a goblin thief was discovered by a stray horse foal. --[[User:Zombiejustice|Zombiejustice]] 02:34, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important concept ==&lt;br /&gt;
&lt;br /&gt;
This could be considered a bug, too, but children inside a snatcher's bag are (as of 31.03) totally invincible. This means that you can use extreme measures to kill the snatcher without harming the child. A few dozen z-levels work fine. --[[Special:Contributions/97.121.191.10|97.121.191.10]] 23:55, 8 June 2010 (UTC)&lt;br /&gt;
: And what about an atom smasher? --[[User:Djsmiley2k|Djsmiley2k]] 17:11, 25 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad Thought ==&lt;br /&gt;
&lt;br /&gt;
Did anybody check that there is actually a bad thought generated from having your child stolen? Parents in my fortress didn't bother at all&lt;br /&gt;
&lt;br /&gt;
== Dwarven Master Thief ==&lt;br /&gt;
&lt;br /&gt;
This article needs to address or link to a page addressing the seemingly useless &amp;quot;Master Thief&amp;quot; dwarf immigrant which cannot be assigned to your military and cannot be assigned any laborers.&lt;br /&gt;
&lt;br /&gt;
:To my understanding that was a bug in .13 that has been fixed in .14. [http://www.bay12forums.com/smf/index.php?topic=66696.0] --[[User:Nahno|Nahno]] 16:01, 28 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=135335</id>
		<title>v0.31 Talk:Thief</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=135335"/>
		<updated>2011-01-25T17:11:26Z</updated>

		<summary type="html">&lt;p&gt;Djsmiley2k: /* Important concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goblin master thieves are missing - IIRC they are armed differently. Other noteable diffs? In 40d there were Kobold master thieves too, right? --[[User:Birthright|Birthright]] 22:23, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Kidnapping bug==&lt;br /&gt;
Had DF crash right after receiving alert of a successful kidnapping. Is this a known bug? Has anyone else had this happen? --[[User:Zombiejustice|Zombiejustice]] 01:59, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It crashes if your attacking a enemy who walks off the screen [[Special:Contributions/85.118.156.10|85.118.156.10]] [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
: I'm unsure if this bug still exists... I'll have to wait until I am attacked tonight and then follow them off the map again.&lt;br /&gt;
&lt;br /&gt;
==Caged Kobold==&lt;br /&gt;
I was looking at my stockpiles, and I noticed a cage with a kobold thief in it. How did it trigger a cage trap?&lt;br /&gt;
&lt;br /&gt;
==Overwrote Job: Kidnap By Clean Self (?)==&lt;br /&gt;
I just got this confusing announcement:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;OVERWROTE JOB: Kidnap BY Clean Self&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
The only reason for cleaning right now seems to be the slaying of the goblin ambushers by my military, but they wouldn't want to kidnap anyone, would they? --[[User:Doub|Doub]] 18:41, 14 May 2010 (UTC)&lt;br /&gt;
::Also got this message. A few frames later, a goblin thief was discovered by a stray horse foal. --[[User:Zombiejustice|Zombiejustice]] 02:34, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Important concept ==&lt;br /&gt;
&lt;br /&gt;
This could be considered a bug, too, but children inside a snatcher's bag are (as of 31.03) totally invincible. This means that you can use extreme measures to kill the snatcher without harming the child. A few dozen z-levels work fine. --[[Special:Contributions/97.121.191.10|97.121.191.10]] 23:55, 8 June 2010 (UTC)&lt;br /&gt;
: And what about an atom smasher? --[[User:Djsmiley2k|Djsmiley2k]] 17:11, 25 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad Thought ==&lt;br /&gt;
&lt;br /&gt;
Did anybody check that there is actually a bad thought generated from having your child stolen? Parents in my fortress didn't bother at all&lt;br /&gt;
&lt;br /&gt;
== Dwarven Master Thief ==&lt;br /&gt;
&lt;br /&gt;
This article needs to address or link to a page addressing the seemingly useless &amp;quot;Master Thief&amp;quot; dwarf immigrant which cannot be assigned to your military and cannot be assigned any laborers.&lt;br /&gt;
&lt;br /&gt;
:To my understanding that was a bug in .13 that has been fixed in .14. [http://www.bay12forums.com/smf/index.php?topic=66696.0] --[[User:Nahno|Nahno]] 16:01, 28 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Djsmiley2k</name></author>
	</entry>
</feed>