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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Minus</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-29T02:32:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=119756</id>
		<title>v0.31:Moghopper</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=119756"/>
		<updated>2010-06-28T17:34:45Z</updated>

		<summary type="html">&lt;p&gt;Minus: Punctuation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Moghopper|symbol=∙|color=6:0:0|biome=* Any pool|align=Savage|wiki=no&lt;br /&gt;
|summer=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|01:35, 10 June 2010 (UTC)}}&lt;br /&gt;
:''A small mud-dwelling amphibian.''&lt;br /&gt;
&lt;br /&gt;
'''Moghoppers''' are an amphibious {{L|vermin}}. They are found in any {{L|savage}} area near {{L|pool|pools}} during summer, and can be {{L|fishing|fished}} and {{L|fish cleaning|cleaned}} for {{L|food}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=115071</id>
		<title>v0.31:Squad</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=115071"/>
		<updated>2010-05-25T06:16:54Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Attack Order */ Added some observed cage trap behavior to the kill order section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are a fundamental part of your fortress' '''{{l|military}}''' - they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see {{L|attack}}.&lt;br /&gt;
&lt;br /&gt;
=Creating a Militia=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, and each soldier can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique.&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you will want to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a '''{{l|Militia Captain|militia captain}}''', and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent. &lt;br /&gt;
* If the expedition leader is assigned to the militia commander or captain position from the nobles screen he will probably remove himself from the role a few seconds later. This may be a bug. {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Alternatively the Militia commander position is the same as the squad 1 unit 1 position. You can simply create your first squad and assign a dwarf to the role directly. This tactic is useful if you are suffering from a blank nobles screen because of the dead expedition leader bug.{{version|0.31.03}}. It is not possible to assign the '''{{l|Leader|expedition leader}}''' to the position in this way, nor can you assign him to be the captain of any squad. You can however assign him to positions 2 through 10 making him an ordinary soldier.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander/captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the display of the dwarf from the 'available' heading to the squad heading. You can then fill out the squad with any dwarf in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, '{{k|V}}iew/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons, as well as {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.&amp;lt;!--WHAT DOES 'r' FOR 'over clothing' DO? AND 'partial matches'?--&amp;gt; To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To apply your preset uniform templates, press {{k|U}} in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' ({{k|f}}) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find. &lt;br /&gt;
&lt;br /&gt;
If you're still experiencing trouble try following [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535#c3823 these steps] posted to Mantis.  If that doesn't work, post additional detail to that bug report if you are able.&lt;br /&gt;
&lt;br /&gt;
===Arsenal Dwarf===&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Direct Commands=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of stationing a squad near the enemy and hoping for the best. You can now give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''active''' commands you can issue your squads.&lt;br /&gt;
&lt;br /&gt;
A squad that is following an ''active'' command is free to go wherever it is ordered to go unhindered by any '''{{l|burrow}}''' restrictions.&lt;br /&gt;
&lt;br /&gt;
For more information on '''passive commands''', see '''{{l|Scheduling}}'''.&lt;br /&gt;
&lt;br /&gt;
==Selecting Squads/Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves:&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
A '''move order''' is issued by pressing {{k|m}}, choosing an area, and pressing {{k|enter}} after you have selected a squad. Soldiers on a move order will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. This replaces the previous version's 'Station Squad' command and can be used to control squads in a similar manner as in 40d.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', or '''kill command''', allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which dwarves will execute the kill order, press {{k|k}} to 'Attack'. Now you have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target. This order will remain after the intended victim is killed, leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a {{l|trap|cage trap}}; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
=Order Scheduling=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
Squads can also be assigned order schedules which are '''passive''' commands that can be set for each month of the year which they will automatically perform whenever they are not busy with any active commands you are issuing. From the squad menu you can toggle through any order schedules you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military-schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}},{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the {{l|schedule}} page.&lt;br /&gt;
&lt;br /&gt;
=Reported Squad-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* In military, accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. You can see how many dead soldiers you currently have by &lt;br /&gt;
comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=115070</id>
		<title>v0.31:Squad</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=115070"/>
		<updated>2010-05-25T06:16:01Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Attack Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are a fundamental part of your fortress' '''{{l|military}}''' - they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see {{L|attack}}.&lt;br /&gt;
&lt;br /&gt;
=Creating a Militia=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, and each soldier can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique.&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you will want to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a '''{{l|Militia Captain|militia captain}}''', and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent. &lt;br /&gt;
* If the expedition leader is assigned to the militia commander or captain position from the nobles screen he will probably remove himself from the role a few seconds later. This may be a bug. {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Alternatively the Militia commander position is the same as the squad 1 unit 1 position. You can simply create your first squad and assign a dwarf to the role directly. This tactic is useful if you are suffering from a blank nobles screen because of the dead expedition leader bug.{{version|0.31.03}}. It is not possible to assign the '''{{l|Leader|expedition leader}}''' to the position in this way, nor can you assign him to be the captain of any squad. You can however assign him to positions 2 through 10 making him an ordinary soldier.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander/captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the display of the dwarf from the 'available' heading to the squad heading. You can then fill out the squad with any dwarf in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, '{{k|V}}iew/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons, as well as {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.&amp;lt;!--WHAT DOES 'r' FOR 'over clothing' DO? AND 'partial matches'?--&amp;gt; To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To apply your preset uniform templates, press {{k|U}} in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' ({{k|f}}) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find. &lt;br /&gt;
&lt;br /&gt;
If you're still experiencing trouble try following [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535#c3823 these steps] posted to Mantis.  If that doesn't work, post additional detail to that bug report if you are able.&lt;br /&gt;
&lt;br /&gt;
===Arsenal Dwarf===&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Direct Commands=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of stationing a squad near the enemy and hoping for the best. You can now give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''active''' commands you can issue your squads.&lt;br /&gt;
&lt;br /&gt;
A squad that is following an ''active'' command is free to go wherever it is ordered to go unhindered by any '''{{l|burrow}}''' restrictions.&lt;br /&gt;
&lt;br /&gt;
For more information on '''passive commands''', see '''{{l|Scheduling}}'''.&lt;br /&gt;
&lt;br /&gt;
==Selecting Squads/Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves:&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
A '''move order''' is issued by pressing {{k|m}}, choosing an area, and pressing {{k|enter}} after you have selected a squad. Soldiers on a move order will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. This replaces the previous version's 'Station Squad' command and can be used to control squads in a similar manner as in 40d.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', or '''kill command''', allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which dwarves will execute the kill order, press {{k|k}} to 'Attack'. Now you have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target. This order will remain after the intended victim is killed, leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a {{l|cage trap|trap}}; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
=Order Scheduling=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
Squads can also be assigned order schedules which are '''passive''' commands that can be set for each month of the year which they will automatically perform whenever they are not busy with any active commands you are issuing. From the squad menu you can toggle through any order schedules you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military-schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}},{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the {{l|schedule}} page.&lt;br /&gt;
&lt;br /&gt;
=Reported Squad-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* In military, accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. You can see how many dead soldiers you currently have by &lt;br /&gt;
comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=114302</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=114302"/>
		<updated>2010-05-22T19:26:44Z</updated>

		<summary type="html">&lt;p&gt;Minus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floor&amp;diff=113585</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=113585"/>
		<updated>2010-05-22T03:52:27Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Changes from 40d? */&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;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floor&amp;diff=113582</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=113582"/>
		<updated>2010-05-22T03:51:49Z</updated>

		<summary type="html">&lt;p&gt;Minus: Changes from 40d?&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. [[User:Minus|Minus]] 03:51, 22 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Floor&amp;diff=113573</id>
		<title>v0.31:Floor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Floor&amp;diff=113573"/>
		<updated>2010-05-22T03:49:13Z</updated>

		<summary type="html">&lt;p&gt;Minus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floor''' is any {{l|map tile}} that a creature can walk upon. A floor is formed:&lt;br /&gt;
# naturally, as in the ground like {{l|grass}}, {{l|soil}}, or {{l|stone}},&lt;br /&gt;
# by constructing walls, thereby creating a floor on the level above, or&lt;br /&gt;
# by {{l|construction|constructing floors}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Floor&amp;diff=113571</id>
		<title>v0.31:Floor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Floor&amp;diff=113571"/>
		<updated>2010-05-22T03:48:36Z</updated>

		<summary type="html">&lt;p&gt;Minus: Started the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floor''' is any {{l|map tile}} that a creature can walk upon. A floor is formed:&lt;br /&gt;
# naturally, as in the ground like {{l|grass}}, {{l|soil}}, or {{l|stone}},&lt;br /&gt;
# by constructing walls, thereby creating a floor on the level above,&lt;br /&gt;
# by {{l|construction|constructing floors}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=113539</id>
		<title>v0.31 Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=113539"/>
		<updated>2010-05-22T03:33:54Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Floors */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Missing Entries==&lt;br /&gt;
I've noticed there's no goblins on the weight list (arguably one of the most important would-be plate-walkers). A quick second peek revealed that slugmen are missing, too. Someone should cover any missing creatures or, at least, goblins. --[[User:Bronzebeard|Bronzebeard]] 10:35, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I will be writing a script that will read the weights.  It's difficult to write them out, because things change weights based on how old they are.  I'll be thinking of ways to represent this, but II'll keep it as it is right now.&lt;br /&gt;
--[[User:Jargle|Jargle]] 23:19, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I finished importing all the weights info from the raws- THESE NUMBERS ARE IN FACT ACCURATE.  I think I deserve to be angry if people change them since I spent 5 hours on this today. I guess I'm just grumpy. [[User:Jargle|Jargle]] 07:09, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Floors ==&lt;br /&gt;
&lt;br /&gt;
There's some confusion over what kinds of floors plates can be built upon. Just confirmed that they can be built on constructed rock block floors, though others have reported that it doesn't work? Is there some discrepency between 31.03 and .04? [[User:Minus|Minus]] 03:33, 22 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=113534</id>
		<title>v0.31:Pressure plate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=113534"/>
		<updated>2010-05-22T03:32:07Z</updated>

		<summary type="html">&lt;p&gt;Minus: Minor clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to {{l|lever}}s, in that they require a single {{L|mechanism}} to be built, and then a pair of mechanisms to be linked to a {{l|floodgate}}, {{L|Trap_component|spike trap}}, {{l|bridge}}, or what-have-you. Their accompanying activity is triggered slightly after a creature has stepped on them; leave a time delay space for traps based on {{l|elf|enemy}} movement.&lt;br /&gt;
&lt;br /&gt;
=Uses=&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as {{L|bridge}} raising or {{L|Trap_design|defensive and trap}} purposes, such as magma or water traps involving reservoirs of said substances.  Pressure plates will not trigger for unseen foes, such as {{L|goblin|goblin snatchers}}.  They will, however, trigger if the snatcher has been discovered &amp;quot;inside&amp;quot; the plate defensive boundary and attempts to flee, and then steps on them on the way out of the fortress.  This potentially extremely hazardous issue should be addressed during defense design.&lt;br /&gt;
&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
Pressure plates are built on any {{l|floor}} using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} effect the minimum weight, and {{k|d}} and {{k|f}} effect the maximum. More on this below.&lt;br /&gt;
&lt;br /&gt;
Construction is done by a {{l|mechanic}}, who will require one {{l|mechanism}}. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the pressure plate, work for awhile, and then take another mechanism to the desired device and complete the task. Your pressure plate is now ready for action.&lt;br /&gt;
&lt;br /&gt;
===Choosing Weights===&lt;br /&gt;
&lt;br /&gt;
First of all, numbers are only showing their first four right-most digits; 500,000, the default minimum weight, will appear to be 5000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.&lt;br /&gt;
&lt;br /&gt;
Secondly, The weight settings are set up in what appears to be an odd way, but makes sense for the large scale of numbers we can work with. {{k|e}} or {{k|d}} will decrease the weight by 10,000, and {{k|r}} or {{k|f}} will increase the weight by 100,000.  It is slightly clumsy but it would be annoying to increase digits by units of 10,000 when trying to get from crundles to whales.&lt;br /&gt;
&lt;br /&gt;
Finally, it appears the weights of creatures between 1,000 and 10,000 in the game have been conglomerated into the 10,000 minimum weight.  (Crundles, who weigh 1,000, are listed in the same category as gremlins, who weigh 10,000)  The maximum weight is also inclusive of everything over 2,000,000 to at least 20,000,000, until someone verifies that fully grown dragons (over 1000 years old) set off a plate set to &amp;quot;Max (any)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Weight List=&lt;br /&gt;
&lt;br /&gt;
===How to Use This List===&lt;br /&gt;
&lt;br /&gt;
Use your browser's &amp;quot;find&amp;quot; function to easily search for creatures.&lt;br /&gt;
&lt;br /&gt;
[A] following a creature name means it is an Adult, typically 2-12 years after birth; 2 for most work or wild animals, 12 for standard creatures.&lt;br /&gt;
&lt;br /&gt;
[C] means that it is the Child weight, usually one year after birth. Careful, some creatures, most notably Dragons, are newborn/children for 1000 years after birth- there is a weight at age 0 and an increase at age 1000.&lt;br /&gt;
&lt;br /&gt;
===The List===&lt;br /&gt;
&lt;br /&gt;
Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans.  On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps.&lt;br /&gt;
&lt;br /&gt;
You can set the minimum weight threshold that will trigger plates during the setup process:&lt;br /&gt;
&lt;br /&gt;
''Please read '''Construction''' to fully understand how the in-game settings work- it is wonky.''&lt;br /&gt;
&lt;br /&gt;
'''1,000'''(Minimum weight): Groundhogs[C], Stingrays[C], Buzzards[A], Crundles[C], Creepy Crawlers, Two-Legged Rhino Lizards, Knuckle Worms, Cave Fish, Cave Fish Men, Fire Snakes.&lt;br /&gt;
&lt;br /&gt;
'''2,000''':Gremlins[C], Cats[C], Rhesus Macaques[C], Magma Crabs[C], Hungry Head[C], Helmet Snakes[C], Fox Squirrels, Fluffy Wamblers.&lt;br /&gt;
&lt;br /&gt;
'''3,000''':DWARVEN BABIES, ELVEN BABIES, Foxes[C], Raccoon[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[C], Silvery Gibbons[C], Pileated Gibbons[C], Bilou Gibbons[C], White Browed Gibbons[C], Black Crested gibbons[C], Angel Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''4,000''':HUMAN BABIES, Groundhogs[A], Vultures[C], Milkfish[C].&lt;br /&gt;
&lt;br /&gt;
'''5,000''':Kobolds[C], Cats[A], Hoary Marmots[C], Rhesus Macaques[A], Hungry Head[A], Bugbats[C], Stingrays[A], Bluefish[C], Amphibian Men[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000''':Foxes[A], Siamangs[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[A], Silvery Gibbons[A], Pileated Gibbons[A], Bilou Gibbons[A], White Browed Gibbons[A], Black Crested Gibbons[A], Sea Lampreys[C], Blacktip Reef Sharks[C], whitetip Reef Sharks[C], Fire Imps.&lt;br /&gt;
&lt;br /&gt;
'''7,000''':Mountain Gnomes[C], Dark Gnomes[C], Raccoon[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000''':Spotted Wobble, Shortfin Mako, Longfin Mako, Coelacanth, Orangutans.&lt;br /&gt;
&lt;br /&gt;
'''9,000''':Molemarians.&lt;br /&gt;
&lt;br /&gt;
'''10,000''':Gremlins[A], Ice Wolves[C], Mountain Goats[C], Hoary Marmots[A], Gazelles[C], Mandrills[C], Crundles[A], Bugbats[A], Gorlak[C], Plump Helmet Men[C], Spiny Dogfish Sharks[C], Milkfish[A], Longnose Gar[C], Reptile Men[C], Serpent Men[C].&lt;br /&gt;
&lt;br /&gt;
'''12,000''':Dogs[C], Siamangs[A], Molemarians[C], Snailmen[C], Slugmen[C], Leechmen[C], Large Rats[C], Wagons.&lt;br /&gt;
&lt;br /&gt;
'''15,000''':DWARVEN CHILDREN, ELVEN CHILDREN, GOBLIN CHILDREN, Mountain Gnomes[A], Dark Gnomes[A], Pond Grabbers[C],Reachers[C],  Blacktip Reef Sharks[A], Whitetip Reef Sharks[A], Angel Sharks[A], Bluefish[A], Pike[C].&lt;br /&gt;
&lt;br /&gt;
'''17,000''': HUMAN CHILDREN&lt;br /&gt;
&lt;br /&gt;
'''20,000''':Kobolds[A], Wolves[C], Gazelle[A], Mandrills[A], Floating Guts, Drunian[C], Creeping Eye, Green Devourers[C], Maneras[C], Cave Blobs, Frill Sharks[C], Conger Eels[C], Cod[C], Great Barracuda[C], Longnose Gar[A], Carp[C], Sea Lampreys[A], Merpeople[C], Amphibian Men[A], Ant Men Workers, Ant Men Drone.&lt;br /&gt;
&lt;br /&gt;
'''25,000''':Leopards[C], Cheetahs[C], Chimpanzees[C], Bonobos[C], Tigerfish[C], Large Rat[A].&lt;br /&gt;
&lt;br /&gt;
'''30,000''':Satyrs[C], Dogs[A], Cougars[C], magma Crabs[A], Foul Blendecs[C], Pond Grabbers[A], Spiny Dogfish Sharks[A], Spotted Wobbegong Shark[C], Mako Shortfin Sharks[C], Mako Longfin Sharks[C], Common Fish Skates[C], Coelacanth[C], Naked Mole Dogs[C], Troglodyte[C].&lt;br /&gt;
&lt;br /&gt;
'''35,000''':Pike[A].&lt;br /&gt;
&lt;br /&gt;
'''40,000''':Stranglers, Wolves[A], Jaguars[C], Orangutans[C], Cave Floaters, Carp[A].&lt;br /&gt;
&lt;br /&gt;
'''50,000''':Trolls[C], Minotaurs[C], Ice Wolf[A], Beak Dogs[C], Mountain Goats[A], Giant Eagles[C], Warthogs[C], Leopards[A], Cheetahs[A], Chimpanzees[A], Bonobos[A], Drunians[A], Elk Birds[C], Snake Helmets[A], Gorlak[A], Plump Helmet Men[A], Snailmen[A], Slugmen[A], Leechmen[A], Giant Leopards[C], Giant Cheetahs[C], Basking Sharks[C], Bull Sharks[C], Conger Eels[A], Cod[A], Tigerfish[A], Giant Bats[C], Giant Rats[C], Giant Cave Spiders[C], Giant Cave Swallow Men[C], Reptile Men[A], Serpent Men[A], Ant Men Soldiers.&lt;br /&gt;
&lt;br /&gt;
'''60,000''':DWARVES, ELVES, GOBLINS, Satyrs[A], Foul Blendec[A], Harpies, Black Bears[C], Cougars[A], Maneras[A], Tigermen[C], Frill Sharks[A], Great Barracuda[A], Naked Mole Dogs[A], Troglodytes[A].&lt;br /&gt;
&lt;br /&gt;
'''70,000''':HUMANS, Grimelings, Deer[C], Flesh Balls, Green Devourers[A], Blood Men, Reachers[A], Gabbro Men, Amethyst Men, Merpeople[A], Fire Men, Magma Men, Iron Men, Mud Men.&lt;br /&gt;
&lt;br /&gt;
'''75,000''':Jaguars[A], Gorillas[C].&lt;br /&gt;
&lt;br /&gt;
'''80,000''':Orangutans[A], Giant Jaguars[C], Spotted Wobbegong Shark[A], Mako Shortfin Shark[A], Mako Longfin Shark[A], Coelacanth[A], Halibut[C].&lt;br /&gt;
&lt;br /&gt;
'''90,000''':Molemarians[A].&lt;br /&gt;
&lt;br /&gt;
'''100,000''':Yeti[C], Sasquatch[C], Donkey[C], Giant Eagles [A], Grizzly Bears[C], Warthogs[A], Lions[C], Tigers[C], Elk birds[A], Draltha[C], Blind Cave Bears[C], Giant Leopards[A], Giant Cheetahs[A], Giant Desert Scorpion[C], Blue Sharks[C], Common Fish Skate[A], Opah[C], Giant Bats[A], Giant Rats[A], Giant Moles[C], Giant Cave Spiders[A], Giant Cave Swallow Men[A].&lt;br /&gt;
&lt;br /&gt;
'''120,000''':Werewolves, Nightwings, Black Bears[A], Muskox[C], Tigermen[A].&lt;br /&gt;
&lt;br /&gt;
'''140,000''':Deer[A].&lt;br /&gt;
&lt;br /&gt;
'''150,000''':Beak Dogs[A], Mules[C], Gorillas[A], Elk[C], Cave Dragons[C], Giant Jaguars, Basking Sharks[A], Bull Sharks[A], Giant Toads[C], Giant Olms[C].&lt;br /&gt;
&lt;br /&gt;
'''200,000''':Dragons[C], Hydras[C], Horses[C], Grizzly Bears [A], Alligators[C], Lions[A], Polar Bears[C], Blind Cave Bears[A], Giant Lions[C], Giant Tigers[C], , Giant Desert Scorpion[A], Tiger Sharks[C], Hammerhead Sharks[C], Opah[A], Giant Groupers[C], Swordfish[C], Halibut[A], Bluefin Tuna[C], Sea Serpent[C], Giant Moles[A], Ant Men Queen.&lt;br /&gt;
&lt;br /&gt;
'''220,000''':Great White Sharks, Whales, Basking Sharks, Manta Rays.&lt;br /&gt;
&lt;br /&gt;
'''225,000''':Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''250,000''':Trolls[A], Cows[C], 1 Humped Camels[C], 2 Humped Camels[C].&lt;br /&gt;
&lt;br /&gt;
'''285,000''':Muskox[A].&lt;br /&gt;
&lt;br /&gt;
'''300,000''':Unicorns[C], Yeti[A], Sasquatches[A], Blizzard Men, Donkey[A], Elk[A], Blue Sharks[A], Sturgeon[C], Marlins[C], Cave Crocodiles[C], Giant Toads[A], Giant Olms[A].&lt;br /&gt;
&lt;br /&gt;
'''400,000''':Mules[A], Alligators[A], Saltwater Crocodiles[C], Polar Bears[A], Voracious Cave Crawler[C], Giant Lions[A], Ocean Sunfish[C].&lt;br /&gt;
&lt;br /&gt;
'''450,000''':Giant Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''500,000''' '''''Default minimum weight''''':Horses[A], 1 Humped Camels[A], 2 Humped Camels[A], Great White Sharks[C], Tiger Sharks[A], Hammerhead Sharks[A], Manta Rays[C].&lt;br /&gt;
&lt;br /&gt;
'''600,000''':Unicorns[A], Cows[A], Giant Groupers[A], Bluefin Tuna[A], Cave Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''650,000''':Swordfish[A].&lt;br /&gt;
&lt;br /&gt;
'''750,000''':Walrus[C], Hippo[C].&lt;br /&gt;
&lt;br /&gt;
'''800,000''':Marlins[A], Saltwater Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''900,000''':Voracious Cave Crawler[A].&lt;br /&gt;
&lt;br /&gt;
'''1,000,000''':Whale Shark[C], Ocean Sunfish[A].&lt;br /&gt;
&lt;br /&gt;
'''1,500,000''':Rutherer[C], Walrus[A], Sturgeon[A], Hippo[A].&lt;br /&gt;
&lt;br /&gt;
'''2,000,000''':Ogres[C], Ettin[C], Cyclopes[C], Jabberer[C], Great White Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''2,300,000''':Manta Rays[A].&lt;br /&gt;
&lt;br /&gt;
'''2,500,000''':Elephants[C], Blind Cave Ogres[C], Draltha[A].&lt;br /&gt;
&lt;br /&gt;
'''3,000,000''':Giants[C], Rutherer[A].&lt;br /&gt;
&lt;br /&gt;
'''4,500,000''':Jabberer[A].&lt;br /&gt;
&lt;br /&gt;
'''5,000,000''':Elephants[A], Basking Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000,000''':Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''7,000,000''':Blind Cave Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000,000''':Cyclopes[A], Ettin[A], Hydras[A], Sea Monsters.&lt;br /&gt;
&lt;br /&gt;
'''9,000,000''':Giants[A], Sea Serpents[A].&lt;br /&gt;
&lt;br /&gt;
'''10,000,000''':Whales[C].&lt;br /&gt;
&lt;br /&gt;
'''15,000,000''':Cave Dragons[A], Basking Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''20,000,000''':Bronze Collossuses, Whales[A], Whale Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''25,000,000''':Dragons[A].&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
Vermin inherently do not trigger traps.  Their weight is less than 1000.&lt;br /&gt;
&lt;br /&gt;
Toads, Worms, Giant Earthworms, Blue Jays, Cardinals, Grackles, Orioles, Redwing Blackbirds, Cap Hoppers, Mog Hoppers, Rat Demons, Phantom Spiders, Acorn Flies, Blood Gnats, Rats, Olms, Olm Men, Bats, Bat Men, Gray Squirrels, Red Squirrels, Chipmunks, Hedgehogs, Fairies, Pixies, Salmon, Herring, Anchovy, River Lampreys, Trout, Hake, Seahorses, and a variety of tidepool and river animals. All insects, reptiles, and beach creatures(clams, oysters, etc) are vermin.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=113524</id>
		<title>v0.31:Pressure plate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=113524"/>
		<updated>2010-05-22T03:28:29Z</updated>

		<summary type="html">&lt;p&gt;Minus: Headings fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to {{l|lever}}s, in that they require a single {{L|mechanism}} to be built, and then a pair of mechanisms to be linked to a {{l|floodgate}}, {{L|Trap_component|spike trap}}, {{l|bridge}}, or what-have-you. Their accompanying activity is triggered slightly after a creature has stepped on them; leave a time delay space for traps based on {{l|elf|enemy}} movement.&lt;br /&gt;
&lt;br /&gt;
=Uses=&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as {{L|bridge}} raising or {{L|Trap_design|defensive and trap}} purposes, such as magma or water traps involving reservoirs of said substances.  Pressure plates will not trigger for unseen foes, such as {{L|goblin|goblin snatchers}}.  They will, however, trigger if the snatcher has been discovered &amp;quot;inside&amp;quot; the plate defensive boundary and attempts to flee, and then steps on them on the way out of the fortress.  This potentially extremely hazardous issue should be addressed during defense design.&lt;br /&gt;
&lt;br /&gt;
=Construction=&lt;br /&gt;
&lt;br /&gt;
Pressure plates are built on a {{l|floor|natural floors}} using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} effect the minimum weight, and {{k|d}} and {{k|f}} effect the maximum. More on this below.&lt;br /&gt;
&lt;br /&gt;
Construction is done by a {{l|mechanic}}, who will require one {{l|mechanism}}. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the pressure plate, work for awhile, and then take another mechanism to the desired device and complete the task. Your pressure plate is now ready for action.&lt;br /&gt;
&lt;br /&gt;
===Choosing Weights===&lt;br /&gt;
&lt;br /&gt;
First of all, numbers are only showing their first four right-most digits; 500,000, the default minimum weight, will appear to be 5000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.&lt;br /&gt;
&lt;br /&gt;
Secondly, The weight settings are set up in what appears to be an odd way, but makes sense for the large scale of numbers we can work with. {{k|e}} or {{k|d}} will decrease the weight by 10,000, and {{k|r}} or {{k|f}} will increase the weight by 100,000.  It is slightly clumsy but it would be annoying to increase digits by units of 10,000 when trying to get from crundles to whales.&lt;br /&gt;
&lt;br /&gt;
Finally, it appears the weights of creatures between 1,000 and 10,000 in the game have been conglomerated into the 10,000 minimum weight.  (Crundles, who weigh 1,000, are listed in the same category as gremlins, who weigh 10,000)  The maximum weight is also inclusive of everything over 2,000,000 to at least 20,000,000, until someone verifies that fully grown dragons (over 1000 years old) set off a plate set to &amp;quot;Max (any)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Weight List=&lt;br /&gt;
&lt;br /&gt;
===How to Use This List===&lt;br /&gt;
&lt;br /&gt;
Use your browser's &amp;quot;find&amp;quot; function to easily search for creatures.&lt;br /&gt;
&lt;br /&gt;
[A] following a creature name means it is an Adult, typically 2-12 years after birth; 2 for most work or wild animals, 12 for standard creatures.&lt;br /&gt;
&lt;br /&gt;
[C] means that it is the Child weight, usually one year after birth. Careful, some creatures, most notably Dragons, are newborn/children for 1000 years after birth- there is a weight at age 0 and an increase at age 1000.&lt;br /&gt;
&lt;br /&gt;
===The List===&lt;br /&gt;
&lt;br /&gt;
Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans.  On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps.&lt;br /&gt;
&lt;br /&gt;
You can set the minimum weight threshold that will trigger plates during the setup process:&lt;br /&gt;
&lt;br /&gt;
''Please read '''Construction''' to fully understand how the in-game settings work- it is wonky.''&lt;br /&gt;
&lt;br /&gt;
'''1,000'''(Minimum weight): Groundhogs[C], Stingrays[C], Buzzards[A], Crundles[C], Creepy Crawlers, Two-Legged Rhino Lizards, Knuckle Worms, Cave Fish, Cave Fish Men, Fire Snakes.&lt;br /&gt;
&lt;br /&gt;
'''2,000''':Gremlins[C], Cats[C], Rhesus Macaques[C], Magma Crabs[C], Hungry Head[C], Helmet Snakes[C], Fox Squirrels, Fluffy Wamblers.&lt;br /&gt;
&lt;br /&gt;
'''3,000''':DWARVEN BABIES, ELVEN BABIES, Foxes[C], Raccoon[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[C], Silvery Gibbons[C], Pileated Gibbons[C], Bilou Gibbons[C], White Browed Gibbons[C], Black Crested gibbons[C], Angel Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''4,000''':HUMAN BABIES, Groundhogs[A], Vultures[C], Milkfish[C].&lt;br /&gt;
&lt;br /&gt;
'''5,000''':Kobolds[C], Cats[A], Hoary Marmots[C], Rhesus Macaques[A], Hungry Head[A], Bugbats[C], Stingrays[A], Bluefish[C], Amphibian Men[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000''':Foxes[A], Siamangs[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[A], Silvery Gibbons[A], Pileated Gibbons[A], Bilou Gibbons[A], White Browed Gibbons[A], Black Crested Gibbons[A], Sea Lampreys[C], Blacktip Reef Sharks[C], whitetip Reef Sharks[C], Fire Imps.&lt;br /&gt;
&lt;br /&gt;
'''7,000''':Mountain Gnomes[C], Dark Gnomes[C], Raccoon[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000''':Spotted Wobble, Shortfin Mako, Longfin Mako, Coelacanth, Orangutans.&lt;br /&gt;
&lt;br /&gt;
'''9,000''':Molemarians.&lt;br /&gt;
&lt;br /&gt;
'''10,000''':Gremlins[A], Ice Wolves[C], Mountain Goats[C], Hoary Marmots[A], Gazelles[C], Mandrills[C], Crundles[A], Bugbats[A], Gorlak[C], Plump Helmet Men[C], Spiny Dogfish Sharks[C], Milkfish[A], Longnose Gar[C], Reptile Men[C], Serpent Men[C].&lt;br /&gt;
&lt;br /&gt;
'''12,000''':Dogs[C], Siamangs[A], Molemarians[C], Snailmen[C], Slugmen[C], Leechmen[C], Large Rats[C], Wagons.&lt;br /&gt;
&lt;br /&gt;
'''15,000''':DWARVEN CHILDREN, ELVEN CHILDREN, GOBLIN CHILDREN, Mountain Gnomes[A], Dark Gnomes[A], Pond Grabbers[C],Reachers[C],  Blacktip Reef Sharks[A], Whitetip Reef Sharks[A], Angel Sharks[A], Bluefish[A], Pike[C].&lt;br /&gt;
&lt;br /&gt;
'''17,000''': HUMAN CHILDREN&lt;br /&gt;
&lt;br /&gt;
'''20,000''':Kobolds[A], Wolves[C], Gazelle[A], Mandrills[A], Floating Guts, Drunian[C], Creeping Eye, Green Devourers[C], Maneras[C], Cave Blobs, Frill Sharks[C], Conger Eels[C], Cod[C], Great Barracuda[C], Longnose Gar[A], Carp[C], Sea Lampreys[A], Merpeople[C], Amphibian Men[A], Ant Men Workers, Ant Men Drone.&lt;br /&gt;
&lt;br /&gt;
'''25,000''':Leopards[C], Cheetahs[C], Chimpanzees[C], Bonobos[C], Tigerfish[C], Large Rat[A].&lt;br /&gt;
&lt;br /&gt;
'''30,000''':Satyrs[C], Dogs[A], Cougars[C], magma Crabs[A], Foul Blendecs[C], Pond Grabbers[A], Spiny Dogfish Sharks[A], Spotted Wobbegong Shark[C], Mako Shortfin Sharks[C], Mako Longfin Sharks[C], Common Fish Skates[C], Coelacanth[C], Naked Mole Dogs[C], Troglodyte[C].&lt;br /&gt;
&lt;br /&gt;
'''35,000''':Pike[A].&lt;br /&gt;
&lt;br /&gt;
'''40,000''':Stranglers, Wolves[A], Jaguars[C], Orangutans[C], Cave Floaters, Carp[A].&lt;br /&gt;
&lt;br /&gt;
'''50,000''':Trolls[C], Minotaurs[C], Ice Wolf[A], Beak Dogs[C], Mountain Goats[A], Giant Eagles[C], Warthogs[C], Leopards[A], Cheetahs[A], Chimpanzees[A], Bonobos[A], Drunians[A], Elk Birds[C], Snake Helmets[A], Gorlak[A], Plump Helmet Men[A], Snailmen[A], Slugmen[A], Leechmen[A], Giant Leopards[C], Giant Cheetahs[C], Basking Sharks[C], Bull Sharks[C], Conger Eels[A], Cod[A], Tigerfish[A], Giant Bats[C], Giant Rats[C], Giant Cave Spiders[C], Giant Cave Swallow Men[C], Reptile Men[A], Serpent Men[A], Ant Men Soldiers.&lt;br /&gt;
&lt;br /&gt;
'''60,000''':DWARVES, ELVES, GOBLINS, Satyrs[A], Foul Blendec[A], Harpies, Black Bears[C], Cougars[A], Maneras[A], Tigermen[C], Frill Sharks[A], Great Barracuda[A], Naked Mole Dogs[A], Troglodytes[A].&lt;br /&gt;
&lt;br /&gt;
'''70,000''':HUMANS, Grimelings, Deer[C], Flesh Balls, Green Devourers[A], Blood Men, Reachers[A], Gabbro Men, Amethyst Men, Merpeople[A], Fire Men, Magma Men, Iron Men, Mud Men.&lt;br /&gt;
&lt;br /&gt;
'''75,000''':Jaguars[A], Gorillas[C].&lt;br /&gt;
&lt;br /&gt;
'''80,000''':Orangutans[A], Giant Jaguars[C], Spotted Wobbegong Shark[A], Mako Shortfin Shark[A], Mako Longfin Shark[A], Coelacanth[A], Halibut[C].&lt;br /&gt;
&lt;br /&gt;
'''90,000''':Molemarians[A].&lt;br /&gt;
&lt;br /&gt;
'''100,000''':Yeti[C], Sasquatch[C], Donkey[C], Giant Eagles [A], Grizzly Bears[C], Warthogs[A], Lions[C], Tigers[C], Elk birds[A], Draltha[C], Blind Cave Bears[C], Giant Leopards[A], Giant Cheetahs[A], Giant Desert Scorpion[C], Blue Sharks[C], Common Fish Skate[A], Opah[C], Giant Bats[A], Giant Rats[A], Giant Moles[C], Giant Cave Spiders[A], Giant Cave Swallow Men[A].&lt;br /&gt;
&lt;br /&gt;
'''120,000''':Werewolves, Nightwings, Black Bears[A], Muskox[C], Tigermen[A].&lt;br /&gt;
&lt;br /&gt;
'''140,000''':Deer[A].&lt;br /&gt;
&lt;br /&gt;
'''150,000''':Beak Dogs[A], Mules[C], Gorillas[A], Elk[C], Cave Dragons[C], Giant Jaguars, Basking Sharks[A], Bull Sharks[A], Giant Toads[C], Giant Olms[C].&lt;br /&gt;
&lt;br /&gt;
'''200,000''':Dragons[C], Hydras[C], Horses[C], Grizzly Bears [A], Alligators[C], Lions[A], Polar Bears[C], Blind Cave Bears[A], Giant Lions[C], Giant Tigers[C], , Giant Desert Scorpion[A], Tiger Sharks[C], Hammerhead Sharks[C], Opah[A], Giant Groupers[C], Swordfish[C], Halibut[A], Bluefin Tuna[C], Sea Serpent[C], Giant Moles[A], Ant Men Queen.&lt;br /&gt;
&lt;br /&gt;
'''220,000''':Great White Sharks, Whales, Basking Sharks, Manta Rays.&lt;br /&gt;
&lt;br /&gt;
'''225,000''':Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''250,000''':Trolls[A], Cows[C], 1 Humped Camels[C], 2 Humped Camels[C].&lt;br /&gt;
&lt;br /&gt;
'''285,000''':Muskox[A].&lt;br /&gt;
&lt;br /&gt;
'''300,000''':Unicorns[C], Yeti[A], Sasquatches[A], Blizzard Men, Donkey[A], Elk[A], Blue Sharks[A], Sturgeon[C], Marlins[C], Cave Crocodiles[C], Giant Toads[A], Giant Olms[A].&lt;br /&gt;
&lt;br /&gt;
'''400,000''':Mules[A], Alligators[A], Saltwater Crocodiles[C], Polar Bears[A], Voracious Cave Crawler[C], Giant Lions[A], Ocean Sunfish[C].&lt;br /&gt;
&lt;br /&gt;
'''450,000''':Giant Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''500,000''' '''''Default minimum weight''''':Horses[A], 1 Humped Camels[A], 2 Humped Camels[A], Great White Sharks[C], Tiger Sharks[A], Hammerhead Sharks[A], Manta Rays[C].&lt;br /&gt;
&lt;br /&gt;
'''600,000''':Unicorns[A], Cows[A], Giant Groupers[A], Bluefin Tuna[A], Cave Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''650,000''':Swordfish[A].&lt;br /&gt;
&lt;br /&gt;
'''750,000''':Walrus[C], Hippo[C].&lt;br /&gt;
&lt;br /&gt;
'''800,000''':Marlins[A], Saltwater Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''900,000''':Voracious Cave Crawler[A].&lt;br /&gt;
&lt;br /&gt;
'''1,000,000''':Whale Shark[C], Ocean Sunfish[A].&lt;br /&gt;
&lt;br /&gt;
'''1,500,000''':Rutherer[C], Walrus[A], Sturgeon[A], Hippo[A].&lt;br /&gt;
&lt;br /&gt;
'''2,000,000''':Ogres[C], Ettin[C], Cyclopes[C], Jabberer[C], Great White Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''2,300,000''':Manta Rays[A].&lt;br /&gt;
&lt;br /&gt;
'''2,500,000''':Elephants[C], Blind Cave Ogres[C], Draltha[A].&lt;br /&gt;
&lt;br /&gt;
'''3,000,000''':Giants[C], Rutherer[A].&lt;br /&gt;
&lt;br /&gt;
'''4,500,000''':Jabberer[A].&lt;br /&gt;
&lt;br /&gt;
'''5,000,000''':Elephants[A], Basking Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000,000''':Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''7,000,000''':Blind Cave Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000,000''':Cyclopes[A], Ettin[A], Hydras[A], Sea Monsters.&lt;br /&gt;
&lt;br /&gt;
'''9,000,000''':Giants[A], Sea Serpents[A].&lt;br /&gt;
&lt;br /&gt;
'''10,000,000''':Whales[C].&lt;br /&gt;
&lt;br /&gt;
'''15,000,000''':Cave Dragons[A], Basking Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''20,000,000''':Bronze Collossuses, Whales[A], Whale Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''25,000,000''':Dragons[A].&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
Vermin inherently do not trigger traps.  Their weight is less than 1000.&lt;br /&gt;
&lt;br /&gt;
Toads, Worms, Giant Earthworms, Blue Jays, Cardinals, Grackles, Orioles, Redwing Blackbirds, Cap Hoppers, Mog Hoppers, Rat Demons, Phantom Spiders, Acorn Flies, Blood Gnats, Rats, Olms, Olm Men, Bats, Bat Men, Gray Squirrels, Red Squirrels, Chipmunks, Hedgehogs, Fairies, Pixies, Salmon, Herring, Anchovy, River Lampreys, Trout, Hake, Seahorses, and a variety of tidepool and river animals. All insects, reptiles, and beach creatures(clams, oysters, etc) are vermin.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=113519</id>
		<title>v0.31:Pressure plate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=113519"/>
		<updated>2010-05-22T03:26:40Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Construction */  Clarification, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to {{l|lever}}s, in that they require a single {{L|mechanism}} to be built, and then a pair of mechanisms to be linked to a {{l|floodgate}}, {{L|Trap_component|spike trap}}, {{l|bridge}}, or what-have-you. Their accompanying activity is triggered slightly after a creature has stepped on them; leave a time delay space for traps based on {{l|elf|enemy}} movement.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as {{L|bridge}} raising or {{L|Trap_design|defensive and trap}} purposes, such as magma or water traps involving reservoirs of said substances.  Pressure plates will not trigger for unseen foes, such as {{L|goblin|goblin snatchers}}.  They will, however, trigger if the snatcher has been discovered &amp;quot;inside&amp;quot; the plate defensive boundary and attempts to flee, and then steps on them on the way out of the fortress.  This potentially extremely hazardous issue should be addressed during defense design.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
Pressure plates are built on a {{l|floor|natural floors}} using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} effect the minimum weight, and {{k|d}} and {{k|f}} effect the maximum. More on this below.&lt;br /&gt;
&lt;br /&gt;
Construction is done by a {{l|mechanic}}, who will require one {{l|mechanism}}. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the pressure plate, work for awhile, and then take another mechanism to the desired device and complete the task. Your pressure plate is now ready for action.&lt;br /&gt;
&lt;br /&gt;
=Choosing Weights=&lt;br /&gt;
&lt;br /&gt;
First of all, numbers are only showing their first four right-most digits; 500,000, the default minimum weight, will appear to be 5000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.&lt;br /&gt;
&lt;br /&gt;
Secondly, The weight settings are set up in what appears to be an odd way, but makes sense for the large scale of numbers we can work with. {{k|e}} or {{k|d}} will decrease the weight by 10,000, and {{k|r}} or {{k|f}} will increase the weight by 100,000.  It is slightly clumsy but it would be annoying to increase digits by units of 10,000 when trying to get from crundles to whales.&lt;br /&gt;
&lt;br /&gt;
Finally, it appears the weights of creatures between 1,000 and 10,000 in the game have been conglomerated into the 10,000 minimum weight.  (Crundles, who weigh 1,000, are listed in the same category as gremlins, who weigh 10,000)  The maximum weight is also inclusive of everything over 2,000,000 to at least 20,000,000, until someone verifies that fully grown dragons (over 1000 years old) set off a plate set to &amp;quot;Max (any)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Weight List==&lt;br /&gt;
&lt;br /&gt;
===How to Use This List===&lt;br /&gt;
&lt;br /&gt;
Use your browser's &amp;quot;find&amp;quot; function to easily search for creatures.&lt;br /&gt;
&lt;br /&gt;
[A] following a creature name means it is an Adult, typically 2-12 years after birth; 2 for most work or wild animals, 12 for standard creatures.&lt;br /&gt;
&lt;br /&gt;
[C] means that it is the Child weight, usually one year after birth. Careful, some creatures, most notably Dragons, are newborn/children for 1000 years after birth- there is a weight at age 0 and an increase at age 1000.&lt;br /&gt;
&lt;br /&gt;
===The List===&lt;br /&gt;
&lt;br /&gt;
Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans.  On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps.&lt;br /&gt;
&lt;br /&gt;
You can set the minimum weight threshold that will trigger plates during the setup process:&lt;br /&gt;
&lt;br /&gt;
''Please read '''Construction''' to fully understand how the in-game settings work- it is wonky.''&lt;br /&gt;
&lt;br /&gt;
'''1,000'''(Minimum weight): Groundhogs[C], Stingrays[C], Buzzards[A], Crundles[C], Creepy Crawlers, Two-Legged Rhino Lizards, Knuckle Worms, Cave Fish, Cave Fish Men, Fire Snakes.&lt;br /&gt;
&lt;br /&gt;
'''2,000''':Gremlins[C], Cats[C], Rhesus Macaques[C], Magma Crabs[C], Hungry Head[C], Helmet Snakes[C], Fox Squirrels, Fluffy Wamblers.&lt;br /&gt;
&lt;br /&gt;
'''3,000''':DWARVEN BABIES, ELVEN BABIES, Foxes[C], Raccoon[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[C], Silvery Gibbons[C], Pileated Gibbons[C], Bilou Gibbons[C], White Browed Gibbons[C], Black Crested gibbons[C], Angel Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''4,000''':HUMAN BABIES, Groundhogs[A], Vultures[C], Milkfish[C].&lt;br /&gt;
&lt;br /&gt;
'''5,000''':Kobolds[C], Cats[A], Hoary Marmots[C], Rhesus Macaques[A], Hungry Head[A], Bugbats[C], Stingrays[A], Bluefish[C], Amphibian Men[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000''':Foxes[A], Siamangs[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[A], Silvery Gibbons[A], Pileated Gibbons[A], Bilou Gibbons[A], White Browed Gibbons[A], Black Crested Gibbons[A], Sea Lampreys[C], Blacktip Reef Sharks[C], whitetip Reef Sharks[C], Fire Imps.&lt;br /&gt;
&lt;br /&gt;
'''7,000''':Mountain Gnomes[C], Dark Gnomes[C], Raccoon[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000''':Spotted Wobble, Shortfin Mako, Longfin Mako, Coelacanth, Orangutans.&lt;br /&gt;
&lt;br /&gt;
'''9,000''':Molemarians.&lt;br /&gt;
&lt;br /&gt;
'''10,000''':Gremlins[A], Ice Wolves[C], Mountain Goats[C], Hoary Marmots[A], Gazelles[C], Mandrills[C], Crundles[A], Bugbats[A], Gorlak[C], Plump Helmet Men[C], Spiny Dogfish Sharks[C], Milkfish[A], Longnose Gar[C], Reptile Men[C], Serpent Men[C].&lt;br /&gt;
&lt;br /&gt;
'''12,000''':Dogs[C], Siamangs[A], Molemarians[C], Snailmen[C], Slugmen[C], Leechmen[C], Large Rats[C], Wagons.&lt;br /&gt;
&lt;br /&gt;
'''15,000''':DWARVEN CHILDREN, ELVEN CHILDREN, GOBLIN CHILDREN, Mountain Gnomes[A], Dark Gnomes[A], Pond Grabbers[C],Reachers[C],  Blacktip Reef Sharks[A], Whitetip Reef Sharks[A], Angel Sharks[A], Bluefish[A], Pike[C].&lt;br /&gt;
&lt;br /&gt;
'''17,000''': HUMAN CHILDREN&lt;br /&gt;
&lt;br /&gt;
'''20,000''':Kobolds[A], Wolves[C], Gazelle[A], Mandrills[A], Floating Guts, Drunian[C], Creeping Eye, Green Devourers[C], Maneras[C], Cave Blobs, Frill Sharks[C], Conger Eels[C], Cod[C], Great Barracuda[C], Longnose Gar[A], Carp[C], Sea Lampreys[A], Merpeople[C], Amphibian Men[A], Ant Men Workers, Ant Men Drone.&lt;br /&gt;
&lt;br /&gt;
'''25,000''':Leopards[C], Cheetahs[C], Chimpanzees[C], Bonobos[C], Tigerfish[C], Large Rat[A].&lt;br /&gt;
&lt;br /&gt;
'''30,000''':Satyrs[C], Dogs[A], Cougars[C], magma Crabs[A], Foul Blendecs[C], Pond Grabbers[A], Spiny Dogfish Sharks[A], Spotted Wobbegong Shark[C], Mako Shortfin Sharks[C], Mako Longfin Sharks[C], Common Fish Skates[C], Coelacanth[C], Naked Mole Dogs[C], Troglodyte[C].&lt;br /&gt;
&lt;br /&gt;
'''35,000''':Pike[A].&lt;br /&gt;
&lt;br /&gt;
'''40,000''':Stranglers, Wolves[A], Jaguars[C], Orangutans[C], Cave Floaters, Carp[A].&lt;br /&gt;
&lt;br /&gt;
'''50,000''':Trolls[C], Minotaurs[C], Ice Wolf[A], Beak Dogs[C], Mountain Goats[A], Giant Eagles[C], Warthogs[C], Leopards[A], Cheetahs[A], Chimpanzees[A], Bonobos[A], Drunians[A], Elk Birds[C], Snake Helmets[A], Gorlak[A], Plump Helmet Men[A], Snailmen[A], Slugmen[A], Leechmen[A], Giant Leopards[C], Giant Cheetahs[C], Basking Sharks[C], Bull Sharks[C], Conger Eels[A], Cod[A], Tigerfish[A], Giant Bats[C], Giant Rats[C], Giant Cave Spiders[C], Giant Cave Swallow Men[C], Reptile Men[A], Serpent Men[A], Ant Men Soldiers.&lt;br /&gt;
&lt;br /&gt;
'''60,000''':DWARVES, ELVES, GOBLINS, Satyrs[A], Foul Blendec[A], Harpies, Black Bears[C], Cougars[A], Maneras[A], Tigermen[C], Frill Sharks[A], Great Barracuda[A], Naked Mole Dogs[A], Troglodytes[A].&lt;br /&gt;
&lt;br /&gt;
'''70,000''':HUMANS, Grimelings, Deer[C], Flesh Balls, Green Devourers[A], Blood Men, Reachers[A], Gabbro Men, Amethyst Men, Merpeople[A], Fire Men, Magma Men, Iron Men, Mud Men.&lt;br /&gt;
&lt;br /&gt;
'''75,000''':Jaguars[A], Gorillas[C].&lt;br /&gt;
&lt;br /&gt;
'''80,000''':Orangutans[A], Giant Jaguars[C], Spotted Wobbegong Shark[A], Mako Shortfin Shark[A], Mako Longfin Shark[A], Coelacanth[A], Halibut[C].&lt;br /&gt;
&lt;br /&gt;
'''90,000''':Molemarians[A].&lt;br /&gt;
&lt;br /&gt;
'''100,000''':Yeti[C], Sasquatch[C], Donkey[C], Giant Eagles [A], Grizzly Bears[C], Warthogs[A], Lions[C], Tigers[C], Elk birds[A], Draltha[C], Blind Cave Bears[C], Giant Leopards[A], Giant Cheetahs[A], Giant Desert Scorpion[C], Blue Sharks[C], Common Fish Skate[A], Opah[C], Giant Bats[A], Giant Rats[A], Giant Moles[C], Giant Cave Spiders[A], Giant Cave Swallow Men[A].&lt;br /&gt;
&lt;br /&gt;
'''120,000''':Werewolves, Nightwings, Black Bears[A], Muskox[C], Tigermen[A].&lt;br /&gt;
&lt;br /&gt;
'''140,000''':Deer[A].&lt;br /&gt;
&lt;br /&gt;
'''150,000''':Beak Dogs[A], Mules[C], Gorillas[A], Elk[C], Cave Dragons[C], Giant Jaguars, Basking Sharks[A], Bull Sharks[A], Giant Toads[C], Giant Olms[C].&lt;br /&gt;
&lt;br /&gt;
'''200,000''':Dragons[C], Hydras[C], Horses[C], Grizzly Bears [A], Alligators[C], Lions[A], Polar Bears[C], Blind Cave Bears[A], Giant Lions[C], Giant Tigers[C], , Giant Desert Scorpion[A], Tiger Sharks[C], Hammerhead Sharks[C], Opah[A], Giant Groupers[C], Swordfish[C], Halibut[A], Bluefin Tuna[C], Sea Serpent[C], Giant Moles[A], Ant Men Queen.&lt;br /&gt;
&lt;br /&gt;
'''220,000''':Great White Sharks, Whales, Basking Sharks, Manta Rays.&lt;br /&gt;
&lt;br /&gt;
'''225,000''':Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''250,000''':Trolls[A], Cows[C], 1 Humped Camels[C], 2 Humped Camels[C].&lt;br /&gt;
&lt;br /&gt;
'''285,000''':Muskox[A].&lt;br /&gt;
&lt;br /&gt;
'''300,000''':Unicorns[C], Yeti[A], Sasquatches[A], Blizzard Men, Donkey[A], Elk[A], Blue Sharks[A], Sturgeon[C], Marlins[C], Cave Crocodiles[C], Giant Toads[A], Giant Olms[A].&lt;br /&gt;
&lt;br /&gt;
'''400,000''':Mules[A], Alligators[A], Saltwater Crocodiles[C], Polar Bears[A], Voracious Cave Crawler[C], Giant Lions[A], Ocean Sunfish[C].&lt;br /&gt;
&lt;br /&gt;
'''450,000''':Giant Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''500,000''' '''''Default minimum weight''''':Horses[A], 1 Humped Camels[A], 2 Humped Camels[A], Great White Sharks[C], Tiger Sharks[A], Hammerhead Sharks[A], Manta Rays[C].&lt;br /&gt;
&lt;br /&gt;
'''600,000''':Unicorns[A], Cows[A], Giant Groupers[A], Bluefin Tuna[A], Cave Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''650,000''':Swordfish[A].&lt;br /&gt;
&lt;br /&gt;
'''750,000''':Walrus[C], Hippo[C].&lt;br /&gt;
&lt;br /&gt;
'''800,000''':Marlins[A], Saltwater Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''900,000''':Voracious Cave Crawler[A].&lt;br /&gt;
&lt;br /&gt;
'''1,000,000''':Whale Shark[C], Ocean Sunfish[A].&lt;br /&gt;
&lt;br /&gt;
'''1,500,000''':Rutherer[C], Walrus[A], Sturgeon[A], Hippo[A].&lt;br /&gt;
&lt;br /&gt;
'''2,000,000''':Ogres[C], Ettin[C], Cyclopes[C], Jabberer[C], Great White Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''2,300,000''':Manta Rays[A].&lt;br /&gt;
&lt;br /&gt;
'''2,500,000''':Elephants[C], Blind Cave Ogres[C], Draltha[A].&lt;br /&gt;
&lt;br /&gt;
'''3,000,000''':Giants[C], Rutherer[A].&lt;br /&gt;
&lt;br /&gt;
'''4,500,000''':Jabberer[A].&lt;br /&gt;
&lt;br /&gt;
'''5,000,000''':Elephants[A], Basking Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000,000''':Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''7,000,000''':Blind Cave Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000,000''':Cyclopes[A], Ettin[A], Hydras[A], Sea Monsters.&lt;br /&gt;
&lt;br /&gt;
'''9,000,000''':Giants[A], Sea Serpents[A].&lt;br /&gt;
&lt;br /&gt;
'''10,000,000''':Whales[C].&lt;br /&gt;
&lt;br /&gt;
'''15,000,000''':Cave Dragons[A], Basking Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''20,000,000''':Bronze Collossuses, Whales[A], Whale Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''25,000,000''':Dragons[A].&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
Vermin inherently do not trigger traps.  Their weight is less than 1000.&lt;br /&gt;
&lt;br /&gt;
Toads, Worms, Giant Earthworms, Blue Jays, Cardinals, Grackles, Orioles, Redwing Blackbirds, Cap Hoppers, Mog Hoppers, Rat Demons, Phantom Spiders, Acorn Flies, Blood Gnats, Rats, Olms, Olm Men, Bats, Bat Men, Gray Squirrels, Red Squirrels, Chipmunks, Hedgehogs, Fairies, Pixies, Salmon, Herring, Anchovy, River Lampreys, Trout, Hake, Seahorses, and a variety of tidepool and river animals. All insects, reptiles, and beach creatures(clams, oysters, etc) are vermin.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=112029</id>
		<title>v0.31:Pressure plate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=112029"/>
		<updated>2010-05-21T07:14:17Z</updated>

		<summary type="html">&lt;p&gt;Minus: Exceptional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to {{l|lever}}s, in that they require a single {{L|mechanism}} to be built, and then a pair of mechanisms to be linked to a {{l|floodgate}}, {{L|Trap_component|spike trap}}, {{l|bridge}}, or what-have-you. Their accompanying activity is triggered slightly after a creature has stepped on them; leave a time delay space for traps based on {{l|elf|enemy}} movement.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as {{L|bridge}} raising or {{L|Trap_design|defensive and trap}} purposes, such as magma or water traps involving reservoirs of said substances.  Pressure plates will not trigger for unseen foes, such as {{L|goblin|goblin snatchers}}.  They will, however, trigger if the snatcher has been discovered &amp;quot;inside&amp;quot; the plate defensive boundary and attempts to flee, and then steps on them on the way out of the fortress.  This potentially extremely hazardous issue should be addressed during defense design.&lt;br /&gt;
&lt;br /&gt;
==Weight List==&lt;br /&gt;
&lt;br /&gt;
===How to Use This List===&lt;br /&gt;
&lt;br /&gt;
Use your browser's &amp;quot;find&amp;quot; function to easily search for creatures.&lt;br /&gt;
&lt;br /&gt;
[A] following a creature name means it is an Adult, typically 2-12 years after birth; 2 for most work or wild animals, 12 for standard creatures.&lt;br /&gt;
&lt;br /&gt;
[C] means that it is the Child weight, usually one year after birth.&lt;br /&gt;
&lt;br /&gt;
===The List===&lt;br /&gt;
&lt;br /&gt;
Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans.  On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps.&lt;br /&gt;
&lt;br /&gt;
You can set the minimum weight threshold that will trigger plates during the setup process:&lt;br /&gt;
''Please note the in-game weight setting is really weird. The displayed weight is missing one zero on the left side.'' &lt;br /&gt;
&lt;br /&gt;
'''1,000'''(Minimum weight): Groundhogs[C], Stingrays[C], Buzzards[A], Crundles[C], Creepy Crawlers, Two-Legged Rhino Lizards, Knuckle Worms, Cave Fish, Cave Fish Men, Fire Snakes.&lt;br /&gt;
&lt;br /&gt;
'''2,000''':Gremlins[C], Cats[C], Rhesus Macaques[C], Magma Crabs[C], Hungry Head[C], Helmet Snakes[C], Fox Squirrels, Fluffy Wamblers.&lt;br /&gt;
&lt;br /&gt;
'''3,000''':DWARVEN BABIES, ELVEN BABIES, Foxes[C], Raccoon[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[C], Silvery Gibbons[C], Pileated Gibbons[C], Bilou Gibbons[C], White Browed Gibbons[C], Black Crested gibbons[C], Angel Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''4,000''':HUMAN BABIES, Groundhogs[A], Vultures[C], Milkfish[C].&lt;br /&gt;
&lt;br /&gt;
'''5,000''':Kobolds[C], Cats[A], Hoary Marmots[C], Rhesus Macaques[A], Hungry Head[A], Bugbats[C], Stingrays[A], Bluefish[C], Amphibian Men[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000''':Foxes[A], Siamangs[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[A], Silvery Gibbons[A], Pileated Gibbons[A], Bilou Gibbons[A], White Browed Gibbons[A], Black Crested Gibbons[A], Sea Lampreys[C], Blacktip Reef Sharks[C], whitetip Reef Sharks[C], Fire Imps.&lt;br /&gt;
&lt;br /&gt;
'''7,000''':Mountain Gnomes[C], Dark Gnomes[C], Raccoon[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000''':Spotted Wobble, Shortfin Mako, Longfin Mako, Coelacanth, Orangutans.&lt;br /&gt;
&lt;br /&gt;
'''9,000''':Molemarians.&lt;br /&gt;
&lt;br /&gt;
'''10,000''':Gremlins[A], Ice Wolves[C], Mountain Goats[C], Hoary Marmots[A], Gazelles[C], Mandrills[C], Crundles[A], Bugbats[A], Gorlak[C], Plump Helmet Men[C], Spiny Dogfish Sharks[C], Milkfish[A], Longnose Gar[C], Reptile Men[C], Serpent Men[C].&lt;br /&gt;
&lt;br /&gt;
'''12,000''':Dogs[C], Siamangs[A], Molemarians[C], Snailmen[C], Slugmen[C], Leechmen[C], Large Rats[C], Wagons.&lt;br /&gt;
&lt;br /&gt;
'''15,000''':DWARVEN CHILDREN, ELVEN CHILDREN, GOBLIN CHILDREN, Mountain Gnomes[A], Dark Gnomes[A], Pond Grabbers[C],Reachers[C],  Blacktip Reef Sharks[A], Whitetip Reef Sharks[A], Angel Sharks[A], Bluefish[A], Pike[C].&lt;br /&gt;
&lt;br /&gt;
'''17,000''': HUMAN CHILDREN&lt;br /&gt;
&lt;br /&gt;
'''20,000''':Kobolds[A], Wolves[C], Gazelle[A], Mandrills[A], Floating Guts, Drunian[C], Creeping Eye, Green Devourers[C], Maneras[C], Cave Blobs, Frill Sharks[C], Conger Eels[C], Cod[C], Great Barracuda[C], Longnose Gar[A], Carp[C], Sea Lampreys[A], Merpeople[C], Amphibian Men[A], Ant Men Workers, Ant Men Drone.&lt;br /&gt;
&lt;br /&gt;
'''25,000''':Leopards[C], Cheetahs[C], Chimpanzees[C], Bonobos[C], Tigerfish[C], Large Rat[A].&lt;br /&gt;
&lt;br /&gt;
'''30,000''':Satyrs[C], Dogs[A], Cougars[C], magma Crabs[A], Foul Blendecs[C], Pond Grabbers[A], Spiny Dogfish Sharks[A], Spotted Wobbegong Shark[C], Mako Shortfin Sharks[C], Mako Longfin Sharks[C], Common Fish Skates[C], Coelacanth[C], Naked Mole Dogs[C], Troglodyte[C].&lt;br /&gt;
&lt;br /&gt;
'''35,000''':Pike[A].&lt;br /&gt;
&lt;br /&gt;
'''40,000''':Stranglers, Wolves[A], Jaguars[C], Orangutans[C], Cave Floaters, Carp[A].&lt;br /&gt;
&lt;br /&gt;
'''50,000''' ''(Default minimum weight)'':Trolls[C], Minotaurs[C], Ice Wolf[A], Beak Dogs[C], Mountain Goats[A], Giant Eagles[C], Warthogs[C], Leopards[A], Cheetahs[A], Chimpanzees[A], Bonobos[A], Drunians[A], Elk Birds[C], Snake Helmets[A], Gorlak[A], Plump Helmet Men[A], Snailmen[A], Slugmen[A], Leechmen[A], Giant Leopards[C], Giant Cheetahs[C], Basking Sharks[C], Bull Sharks[C], Conger Eels[A], Cod[A], Tigerfish[A], Giant Bats[C], Giant Rats[C], Giant Cave Spiders[C], Giant Cave Swallow Men[C], Reptile Men[A], Serpent Men[A], Ant Men Soldiers.&lt;br /&gt;
&lt;br /&gt;
'''60,000''':DWARVES, ELVES, GOBLINS, Satyrs[A], Foul Blendec[A], Harpies, Black Bears[C], Cougars[A], Maneras[A], Tigermen[C], Frill Sharks[A], Great Barracuda[A], Naked Mole Dogs[A], Troglodytes[A].&lt;br /&gt;
&lt;br /&gt;
'''70,000''':HUMANS, Grimelings, Deer[C], Flesh Balls, Green Devourers[A], Blood Men, Reachers[A], Gabbro Men, Amethyst Men, Merpeople[A], Fire Men, Magma Men, Iron Men, Mud Men.&lt;br /&gt;
&lt;br /&gt;
'''75,000''':Jaguars[A], Gorillas[C].&lt;br /&gt;
&lt;br /&gt;
'''80,000''':Orangutans[A], Giant Jaguars[C], Spotted Wobbegong Shark[A], Mako Shortfin Shark[A], Mako Longfin Shark[A], Coelacanth[A], Halibut[C].&lt;br /&gt;
&lt;br /&gt;
'''90,000''':Molemarians[A].&lt;br /&gt;
&lt;br /&gt;
'''100,000''':Yeti[C], Sasquatch[C], Donkey[C], Giant Eagles [A], Grizzly Bears[C], Warthogs[A], Lions[C], Tigers[C], Elk birds[A], Draltha[C], Blind Cave Bears[C], Giant Leopards[A], Giant Cheetahs[A], Giant Desert Scorpion[C], Blue Sharks[C], Common Fish Skate[A], Opah[C], Giant Bats[A], Giant Rats[A], Giant Moles[C], Giant Cave Spiders[A], Giant Cave Swallow Men[A].&lt;br /&gt;
&lt;br /&gt;
'''120,000''':Werewolves, Nightwings, Black Bears[A], Muskox[C], Tigermen[A].&lt;br /&gt;
&lt;br /&gt;
'''140,000''':Deer[A].&lt;br /&gt;
&lt;br /&gt;
'''150,000''':Beak Dogs[A], Mules[C], Gorillas[A], Elk[C], Cave Dragons[C], Giant Jaguars, Basking Sharks[A], Bull Sharks[A], Giant Toads[C], Giant Olms[C].&lt;br /&gt;
&lt;br /&gt;
'''200,000''':Dragons[C], Hydras[C], Horses[C], Grizzly Bears [A], Alligators[C], Lions[A], Polar Bears[C], Blind Cave Bears[A], Giant Lions[C], Giant Tigers[C], , Giant Desert Scorpion[A], Tiger Sharks[C], Hammerhead Sharks[C], Opah[A], Giant Groupers[C], Swordfish[C], Halibut[A], Bluefin Tuna[C], Sea Serpent[C], Giant Moles[A], Ant Men Queen.&lt;br /&gt;
&lt;br /&gt;
'''220,000''':Great White Sharks, Whales, Basking Sharks, Manta Rays.&lt;br /&gt;
&lt;br /&gt;
'''225,000''':Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''250,000''':Trolls[A], Cows[C], 1 Humped Camels[C], 2 Humped Camels[C].&lt;br /&gt;
&lt;br /&gt;
'''285,000''':Muskox[A].&lt;br /&gt;
&lt;br /&gt;
'''300,000''':Unicorns[C], Yeti[A], Sasquatches[A], Blizzard Men, Donkey[A], Elk[A], Blue Sharks[A], Sturgeon[C], Marlins[C], Cave Crocodiles[C], Giant Toads[A], Giant Olms[A].&lt;br /&gt;
&lt;br /&gt;
'''350,000'''&lt;br /&gt;
&lt;br /&gt;
'''400000''':Mules[A], Alligators[A], Saltwater Crocodiles[C], Polar Bears[A], Voracious Cave Crawler[C], Giant Lions[A], Ocean Sunfish[C].&lt;br /&gt;
&lt;br /&gt;
'''450000''':Giant Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''500000''':Horses[A], 1 Humped Camels[A], 2 Humped Camels[A], Great White Sharks[C], Tiger Sharks[A], Hammerhead Sharks[A], Manta Rays[C].&lt;br /&gt;
&lt;br /&gt;
'''550000'''&lt;br /&gt;
&lt;br /&gt;
'''600000''':Unicorns[A], Cows[A], Giant Groupers[A], Bluefin Tuna[A], Cave Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''650000''':Swordfish[A].&lt;br /&gt;
&lt;br /&gt;
'''750000''':Walrus[C], Hippo[C].&lt;br /&gt;
&lt;br /&gt;
'''800000''':Marlins[A], Saltwater Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''900000''':Voracious Cave Crawler[A].&lt;br /&gt;
&lt;br /&gt;
'''1000000''':Whale Shark[C], Ocean Sunfish[A].&lt;br /&gt;
&lt;br /&gt;
'''1500000''':Rutherer[C], Walrus[A], Sturgeon[A], Hippo[A].&lt;br /&gt;
&lt;br /&gt;
'''2000000''':Ogres[C], Ettin[C], Cyclopes[C], Jabberer[C], Great White Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''2300000''':Manta Rays[A].&lt;br /&gt;
&lt;br /&gt;
'''2500000''':Elephants[C], Blind Cave Ogres[C], Draltha[A].&lt;br /&gt;
&lt;br /&gt;
'''3000000''':Giants[C], Rutherer[A].&lt;br /&gt;
&lt;br /&gt;
'''4500000''':Jabberer[A].&lt;br /&gt;
&lt;br /&gt;
'''5000000''':Elephants[A], Basking Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''6000000''':Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''7000000''':Blind Cave Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''8000000''':Cyclopes[A], Ettin[A], Hydras[A], Sea Monsters.&lt;br /&gt;
&lt;br /&gt;
'''9000000''':Giants[A], Sea Serpents[A].&lt;br /&gt;
&lt;br /&gt;
'''10000000''':Whales[C].&lt;br /&gt;
&lt;br /&gt;
'''15000000''':Cave Dragons[A], Basking Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''20000000''':Bronze Collossuses, Whales[A], Whale Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''25000000''':Dragons[A].&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
Vermin inherently do not trigger traps.  Their weight is less than 1000.&lt;br /&gt;
&lt;br /&gt;
Toads, Worms, Giant Earthworms, Blue Jays, Cardinals, Grackles, Orioles, Redwing Blackbirds, Cap Hoppers, Mog Hoppers, Rat Demons, Phantom Spiders, Acorn Flies, Blood Gnats, Rats, Olms, Olm Men, Bats, Bat Men, Gray Squirrels, Red Squirrels, Chipmunks, Hedgehogs, Fairies, Pixies, Salmon, Herring, Anchovy, River Lampreys, Trout, Hake, Seahorses, and a variety of tidepool and river animals. All insects, reptiles, and beach creatures(clams, oysters, etc) are vermin.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=112028</id>
		<title>v0.31:Pressure plate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Pressure_plate&amp;diff=112028"/>
		<updated>2010-05-21T07:13:47Z</updated>

		<summary type="html">&lt;p&gt;Minus: Links, a little grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to {{l|lever}}s, in that they require a single {{L|mechanism}} to be built, and then a pair of mechanisms to be linked to a {{l|floodgate}}, {{L|Trap_component|spike trap}}, {{l|bridge}}, or what-have-you. Their accompanying activity is triggered slightly after a creature has stepped on them; leave a time delay space for traps based on {{l|elf|enemy}} movement.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as {{L|bridge}} raising or {{L|Trap_design|defensive and trap}} purposes, such as magma or water traps involving reservoirs of said substances.  Pressure plates will not trigger for unseen foes, such as {{L|goblin|goblin snatchers}}.  They will, however, trigger if the snatcher has been discovered &amp;quot;inside&amp;quot; the plate defensive boundary and attempts to flee, and then steps on them on the way out of the fortress.  This potentially extremely hazardous issue should be addressed during defense design.&lt;br /&gt;
&lt;br /&gt;
==Weight List==&lt;br /&gt;
&lt;br /&gt;
===How to Use This List===&lt;br /&gt;
&lt;br /&gt;
Use your browser's &amp;quot;find&amp;quot; function to easily search for creatures.&lt;br /&gt;
&lt;br /&gt;
[A] following a creature name means it is an Adult, typically 2-12 years after birth; 2 for most work or wild animals, 12 for standard creatures.&lt;br /&gt;
&lt;br /&gt;
[C] means that it is the Child weight, usually one year after birth.&lt;br /&gt;
&lt;br /&gt;
===The List===&lt;br /&gt;
&lt;br /&gt;
Newborn weights are not listed here as it is extremely unlikely they would ever be useful, except for perhaps sentient creatures such as dwarves and humans.  On that note, Dwarves, Elves, Humans, and Goblins have separate entries for each stage of life- they are in all caps.&lt;br /&gt;
&lt;br /&gt;
You can set the minimum weight threshold that will trigger plates during the setup process:&lt;br /&gt;
''Please note the in-game weight setting is really weird. The displayed weight is missing one zero on the left side.'' &lt;br /&gt;
&lt;br /&gt;
'''1,000'''(Minimum weight): Groundhogs[C], Stingrays[C], Buzzards[A], Crundles[C], Creepy Crawlers, Two-Legged Rhino Lizards, Knuckle Worms, Cave Fish, Cave Fish Men, Fire Snakes.&lt;br /&gt;
&lt;br /&gt;
'''2,000''':Gremlins[C], Cats[C], Rhesus Macaques[C], Magma Crabs[C], Hungry Head[C], Helmet Snakes[C], Fox Squirrels, Fluffy Wamblers.&lt;br /&gt;
&lt;br /&gt;
'''3,000''':DWARVEN BABIES, ELVEN BABIES, Foxes[C], Raccoon[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[C], Silvery Gibbons[C], Pileated Gibbons[C], Bilou Gibbons[C], White Browed Gibbons[C], Black Crested gibbons[C], Angel Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''4,000''':HUMAN BABIES, Groundhogs[A], Vultures[C], Milkfish[C].&lt;br /&gt;
&lt;br /&gt;
'''5,000''':Kobolds[C], Cats[A], Hoary Marmots[C], Rhesus Macaques[A], Hungry Head[A], Bugbats[C], Stingrays[A], Bluefish[C], Amphibian Men[C].&lt;br /&gt;
&lt;br /&gt;
'''6,000''':Foxes[A], Siamangs[C], White Handed Gibbons[C], Black Handed Gibbons[C], Gray Gibbons[A], Silvery Gibbons[A], Pileated Gibbons[A], Bilou Gibbons[A], White Browed Gibbons[A], Black Crested Gibbons[A], Sea Lampreys[C], Blacktip Reef Sharks[C], whitetip Reef Sharks[C], Fire Imps.&lt;br /&gt;
&lt;br /&gt;
'''7,000''':Mountain Gnomes[C], Dark Gnomes[C], Raccoon[A].&lt;br /&gt;
&lt;br /&gt;
'''8,000''':Spotted Wobble, Shortfin Mako, Longfin Mako, Coelacanth, Orangutans.&lt;br /&gt;
&lt;br /&gt;
'''9,000''':Molemarians.&lt;br /&gt;
&lt;br /&gt;
'''10,000''':Gremlins[A], Ice Wolves[C], Mountain Goats[C], Hoary Marmots[A], Gazelles[C], Mandrills[C], Crundles[A], Bugbats[A], Gorlak[C], Plump Helmet Men[C], Spiny Dogfish Sharks[C], Milkfish[A], Longnose Gar[C], Reptile Men[C], Serpent Men[C].&lt;br /&gt;
&lt;br /&gt;
'''12,000''':Dogs[C], Siamangs[A], Molemarians[C], Snailmen[C], Slugmen[C], Leechmen[C], Large Rats[C], Wagons.&lt;br /&gt;
&lt;br /&gt;
'''15,000''':DWARVEN CHILDREN, ELVEN CHILDREN, GOBLIN CHILDREN, Mountain Gnomes[A], Dark Gnomes[A], Pond Grabbers[C],Reachers[C],  Blacktip Reef Sharks[A], Whitetip Reef Sharks[A], Angel Sharks[A], Bluefish[A], Pike[C].&lt;br /&gt;
&lt;br /&gt;
'''17,000''': HUMAN CHILDREN&lt;br /&gt;
&lt;br /&gt;
'''20,000''':Kobolds[A], Wolves[C], Gazelle[A], Mandrills[A], Floating Guts, Drunian[C], Creeping Eye, Green Devourers[C], Maneras[C], Cave Blobs, Frill Sharks[C], Conger Eels[C], Cod[C], Great Barracuda[C], Longnose Gar[A], Carp[C], Sea Lampreys[A], Merpeople[C], Amphibian Men[A], Ant Men Workers, Ant Men Drone.&lt;br /&gt;
&lt;br /&gt;
'''25,000''':Leopards[C], Cheetahs[C], Chimpanzees[C], Bonobos[C], Tigerfish[C], Large Rat[A].&lt;br /&gt;
&lt;br /&gt;
'''30,000''':Satyrs[C], Dogs[A], Cougars[C], magma Crabs[A], Foul Blendecs[C], Pond Grabbers[A], Spiny Dogfish Sharks[A], Spotted Wobbegong Shark[C], Mako Shortfin Sharks[C], Mako Longfin Sharks[C], Common Fish Skates[C], Coelacanth[C], Naked Mole Dogs[C], Troglodyte[C].&lt;br /&gt;
&lt;br /&gt;
'''35,000''':Pike[A].&lt;br /&gt;
&lt;br /&gt;
'''40,000''':Stranglers, Wolves[A], Jaguars[C], Orangutans[C], Cave Floaters, Carp[A].&lt;br /&gt;
&lt;br /&gt;
'''50,000''' ''(Default minimum weight)'':Trolls[C], Minotaurs[C], Ice Wolf[A], Beak Dogs[C], Mountain Goats[A], Giant Eagles[C], Warthogs[C], Leopards[A], Cheetahs[A], Chimpanzees[A], Bonobos[A], Drunians[A], Elk Birds[C], Snake Helmets[A], Gorlak[A], Plump Helmet Men[A], Snailmen[A], Slugmen[A], Leechmen[A], Giant Leopards[C], Giant Cheetahs[C], Basking Sharks[C], Bull Sharks[C], Conger Eels[A], Cod[A], Tigerfish[A], Giant Bats[C], Giant Rats[C], Giant Cave Spiders[C], Giant Cave Swallow Men[C], Reptile Men[A], Serpent Men[A], Ant Men Soldiers.&lt;br /&gt;
&lt;br /&gt;
'''60,000''':DWARVES, ELVES, GOBLINS, Satyrs[A], Foul Blendec[A], Harpies, Black Bears[C], Cougars[A], Maneras[A], Tigermen[C], Frill Sharks[A], Great Barracuda[A], Naked Mole Dogs[A], Troglodytes[A].&lt;br /&gt;
&lt;br /&gt;
'''70,000''':HUMANS, Grimelings, Deer[C], Flesh Balls, Green Devourers[A], Blood Men, Reachers[A], Gabbro Men, Amethyst Men, Merpeople[A], Fire Men, Magma Men, Iron Men, Mud Men.&lt;br /&gt;
&lt;br /&gt;
'''75,000''':Jaguars[A], Gorillas[C].&lt;br /&gt;
&lt;br /&gt;
'''80,000''':Orangutans[A], Giant Jaguars[C], Spotted Wobbegong Shark[A], Mako Shortfin Shark[A], Mako Longfin Shark[A], Coelacanth[A], Halibut[C].&lt;br /&gt;
&lt;br /&gt;
'''90,000''':Molemarians[A].&lt;br /&gt;
&lt;br /&gt;
'''100,000''':Yeti[C], Sasquatch[C], Donkey[C], Giant Eagles [A], Grizzly Bears[C], Warthogs[A], Lions[C], Tigers[C], Elk birds[A], Draltha[C], Blind Cave Bears[C], Giant Leopards[A], Giant Cheetahs[A], Giant Desert Scorpion[C], Blue Sharks[C], Common Fish Skate[A], Opah[C], Giant Bats[A], Giant Rats[A], Giant Moles[C], Giant Cave Spiders[A], Giant Cave Swallow Men[A].&lt;br /&gt;
&lt;br /&gt;
'''120,000''':Werewolves, Nightwings, Black Bears[A], Muskox[C], Tigermen[A].&lt;br /&gt;
&lt;br /&gt;
'''140,000''':Deer[A].&lt;br /&gt;
&lt;br /&gt;
'''150,000''':Beak Dogs[A], Mules[C], Gorillas[A], Elk[C], Cave Dragons[C], Giant Jaguars, Basking Sharks[A], Bull Sharks[A], Giant Toads[C], Giant Olms[C].&lt;br /&gt;
&lt;br /&gt;
'''200,000''':Dragons[C], Hydras[C], Horses[C], Grizzly Bears [A], Alligators[C], Lions[A], Polar Bears[C], Blind Cave Bears[A], Giant Lions[C], Giant Tigers[C], , Giant Desert Scorpion[A], Tiger Sharks[C], Hammerhead Sharks[C], Opah[A], Giant Groupers[C], Swordfish[C], Halibut[A], Bluefin Tuna[C], Sea Serpent[C], Giant Moles[A], Ant Men Queen.&lt;br /&gt;
&lt;br /&gt;
'''220,000''':Great White Sharks, Whales, Basking Sharks, Manta Rays.&lt;br /&gt;
&lt;br /&gt;
'''225,000''':Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''250,000''':Trolls[A], Cows[C], 1 Humped Camels[C], 2 Humped Camels[C].&lt;br /&gt;
&lt;br /&gt;
'''285,000''':Muskox[A].&lt;br /&gt;
&lt;br /&gt;
'''300,000''':Unicorns[C], Yeti[A], Sasquatches[A], Blizzard Men, Donkey[A], Elk[A], Blue Sharks[A], Sturgeon[C], Marlins[C], Cave Crocodiles[C], Giant Toads[A], Giant Olms[A].&lt;br /&gt;
&lt;br /&gt;
'''350,000'''&lt;br /&gt;
&lt;br /&gt;
'''400000''':Mules[A], Alligators[A], Saltwater Crocodiles[C], Polar Bears[A], Voracious Cave Crawler[C], Giant Lions[A], Ocean Sunfish[C].&lt;br /&gt;
&lt;br /&gt;
'''450000''':Giant Tigers[A].&lt;br /&gt;
&lt;br /&gt;
'''500000''':Horses[A], 1 Humped Camels[A], 2 Humped Camels[A], Great White Sharks[C], Tiger Sharks[A], Hammerhead Sharks[A], Manta Rays[C].&lt;br /&gt;
&lt;br /&gt;
'''550000'''&lt;br /&gt;
&lt;br /&gt;
'''600000''':Unicorns[A], Cows[A], Giant Groupers[A], Bluefin Tuna[A], Cave Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''650000''':Swordfish[A].&lt;br /&gt;
&lt;br /&gt;
'''750000''':Walrus[C], Hippo[C].&lt;br /&gt;
&lt;br /&gt;
'''800000''':Marlins[A], Saltwater Crocodiles[A].&lt;br /&gt;
&lt;br /&gt;
'''900000''':Voracious Cave Crawler[A].&lt;br /&gt;
&lt;br /&gt;
'''1000000''':Whale Shark[C], Ocean Sunfish[A].&lt;br /&gt;
&lt;br /&gt;
'''1500000''':Rutherer[C], Walrus[A], Sturgeon[A], Hippo[A].&lt;br /&gt;
&lt;br /&gt;
'''2000000''':Ogres[C], Ettin[C], Cyclopes[C], Jabberer[C], Great White Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''2300000''':Manta Rays[A].&lt;br /&gt;
&lt;br /&gt;
'''2500000''':Elephants[C], Blind Cave Ogres[C], Draltha[A].&lt;br /&gt;
&lt;br /&gt;
'''3000000''':Giants[C], Rutherer[A].&lt;br /&gt;
&lt;br /&gt;
'''4500000''':Jabberer[A].&lt;br /&gt;
&lt;br /&gt;
'''5000000''':Elephants[A], Basking Sharks[C].&lt;br /&gt;
&lt;br /&gt;
'''6000000''':Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''7000000''':Blind Cave Ogres[A].&lt;br /&gt;
&lt;br /&gt;
'''8000000''':Cyclopes[A], Ettin[A], Hydras[A], Sea Monsters.&lt;br /&gt;
&lt;br /&gt;
'''9000000''':Giants[A], Sea Serpents[A].&lt;br /&gt;
&lt;br /&gt;
'''10000000''':Whales[C].&lt;br /&gt;
&lt;br /&gt;
'''15000000''':Cave Dragons[A], Basking Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''20000000''':Bronze Collossuses, Whales[A], Whale Sharks[A].&lt;br /&gt;
&lt;br /&gt;
'''25000000''':Dragons[A].&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
Vermin inherently do not trigger traps.  Their weight is less than 1000.&lt;br /&gt;
&lt;br /&gt;
Toads, Worms, Giant Earthworms, Blue Jays, Cardinals, Grackles, Orioles, Redwing Blackbirds, Cap Hoppers, Mog Hoppers, Rat Demons, Phantom Spiders, Acorn Flies, Blood Gnats, Rats, Olms, Olm Men, Bats, Bat Men, Gray Squirrels, Red Squirrels, Chipmunks, Hedgehogs, Fairies, Pixies, Salmon, Herring, Anchovy, River Lampreys, Trout, Hake, Seahorses, and a variety of tidepool and river animals. All insects, reptiles, and beach creatures(clams, oysters, etc) are vermin.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floodgate&amp;diff=112021</id>
		<title>v0.31 Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floodgate&amp;diff=112021"/>
		<updated>2010-05-21T06:33:51Z</updated>

		<summary type="html">&lt;p&gt;Minus: Jammed floodgates?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jamming Floodgates, Unjamming Them==&lt;br /&gt;
&lt;br /&gt;
There is some question for verification of whether or not floodgates in 2010 re-shut themselves without needing an additional &amp;quot;close&amp;quot; input. If you see the version of the page that was there before my edits, someone has left info claiming that it is the case and that it indeed changed from 40d, but no citation. Someone please verify. [[User:Minus|Minus]] 06:33, 21 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111933</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111933"/>
		<updated>2010-05-20T20:12:42Z</updated>

		<summary type="html">&lt;p&gt;Minus: Whoops, missed a |&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by mechanisms such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and creatures to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and jail doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from swords to socks to stones to scorpion corpses, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.&lt;br /&gt;
&lt;br /&gt;
==Magma Control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed wall would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111932</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111932"/>
		<updated>2010-05-20T20:11:55Z</updated>

		<summary type="html">&lt;p&gt;Minus: Added screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by mechanisms such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and creatures to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and jail doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from swords to socks to stones to scorpion corpses, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.&lt;br /&gt;
&lt;br /&gt;
==Magma Control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed wall would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111931</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111931"/>
		<updated>2010-05-20T19:58:49Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Placement */ - link cleaning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by mechanisms such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and creatures to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from swords to socks to stones to scorpion corpses, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.&lt;br /&gt;
&lt;br /&gt;
==Magma Control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed wall would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111926</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=111926"/>
		<updated>2010-05-20T19:40:30Z</updated>

		<summary type="html">&lt;p&gt;Minus: Started the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by mechanisms such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and creatures to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonally}} on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism|rock mechanisms}}; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from swords to socks to stones to scorpion corpses, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.&lt;br /&gt;
&lt;br /&gt;
==Magma Control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed wall would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Buzzard&amp;diff=110274</id>
		<title>v0.31:Buzzard</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Buzzard&amp;diff=110274"/>
		<updated>2010-05-16T03:15:49Z</updated>

		<summary type="html">&lt;p&gt;Minus: Cage traps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Buzzard|symbol=b|color=0:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Temperate}} fresh- and saltwater {{L|marsh}}&lt;br /&gt;
* Temperate {{L|grassland}}&lt;br /&gt;
* Temperate {{L|savanna}}&lt;br /&gt;
* Any {{L|desert}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized, red-faced black bird that searches the temperate lands for carrion.''&lt;br /&gt;
&lt;br /&gt;
Watch out for these. They can steal five units of {{|lfood}} each, and travel in groups. They can be particularly devastating for a newly setup fortress which hasn't yet planted a farm; while the buzzards feast upon prepared warthog kidney, you'll be searching for {{l|vermin}} to eat.&lt;br /&gt;
&lt;br /&gt;
It is possible to capture them in cage traps, however, providing you with a very ugly bird to release into your zoo.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Food&amp;diff=110220</id>
		<title>v0.31:Food</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Food&amp;diff=110220"/>
		<updated>2010-05-15T20:55:31Z</updated>

		<summary type="html">&lt;p&gt;Minus: Vermin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Food''' is anything {{L|dwarves}} eat to ward off starvation, but if they are not able to attain sustenance then they will get hungry, have bad thoughts, and eventually die. Dwarves can withstand hunger for a while in order to continue working, but will gain bad thoughts from doing so. Common foods are {{L|butcher|meat}}, {{L|fishing|fish}}, {{L|farming|crops}}, and {{L|plant gathering|gathered shrubs}}.  &lt;br /&gt;
&lt;br /&gt;
Eating good food will make your dwarves happy, so a good {{L|cook}} is an excellent investment. Also, each dwarf has a {{L|Preferences|preference}} for certain foods. Both starting dwarves and immigrants only have preferences for &amp;quot;dwarven&amp;quot; food (basically underground crops and meat the dwarven caravan brings). They will however gain new favorites if you present them with human and elven products (above ground crops e.g.) If you want a colorful game or need any food you can get, fire away. If however you want to optimize happiness from food but still keep stock menues small and tidy, be cautious about what you trade with caravans. For example, presumably, expensive meat makes your dwarves happier than cheap mule meat, but any plants the elves bring are not more valuable than your own.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
The possible sources of food are {{L|farming}}, {{L|plant gathering}}, {{L|fishing}}, {{L|trading}}, {{L|butcher's shop|butchering animals}}, {{L|ambusher|Hunting}}, and {{L|Milk|milking}}. Farming is by far the most reliable.&lt;br /&gt;
&lt;br /&gt;
When starving, dwarves will catch and consume {{l|vermin}} to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
==Processes==&lt;br /&gt;
&lt;br /&gt;
Some food is inedible raw, and needs processing first.  For example:&lt;br /&gt;
* {{L|Fat}} must be rendered ({{L|kitchen}}) into {{L|tallow}} and then cooked ({{L|kitchen}})&lt;br /&gt;
* Raw {{L|fish}} must be {{L|fish cleaner|cleaned}} ({{L|fishery}})&lt;br /&gt;
* {{L|Sweet pod|Sweet pods}} must be either milled into {{L|dwarven sugar}} ({{L|Millstone|mill}}/{{L|quern}}), processed to barrels of {{L|dwarven syrup}} ({{L|farmer's workshop}}), or brewed into barrels of {{L|Alcohol|dwarven rum}} ({{L|Still|brewery}}) before they can finally be cooked ({{L|kitchen}})&lt;br /&gt;
* {{L|Cave wheat}}, {{L|Whip vine}} and {{L|Longland grass}} must be milled into their respective flours and cooked.&lt;br /&gt;
* Milk has to be cooked or turned into cheese.&lt;br /&gt;
* {{L|organ|Organs}} must be cooked.{{verify}}&lt;br /&gt;
Unprocessed food and non-food {{L|crop|crops}} will be stored in a food stockpile and take up barrel space; the {{L|bookkeeper}} can tell you how much of each type of &amp;quot;food&amp;quot; you have in the {{L|stocks}} screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Silver&amp;diff=109922</id>
		<title>v0.31:Silver</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Silver&amp;diff=109922"/>
		<updated>2010-05-15T02:15:00Z</updated>

		<summary type="html">&lt;p&gt;Minus: Oh and also bold.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Silver|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
* Make {{L|Billon}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|Electrum}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Native silver}}&lt;br /&gt;
* {{L|Horn silver}}&lt;br /&gt;
* {{L|Galena}} (50%)&lt;br /&gt;
* {{L|Tetrahedrite}} (20%)&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Silver''' is a mid-value {{l|metal}} which is useful for decorations, {{l|furniture}} and other objects. Silver can be used to produce {{l|weapons}} and {{l|bolts}}; its high density enhances the performance of {{l|bludgeon}}ing weapons such as {{l|mace}}s, {{l|maul}}s, and {{l|war hammer}}s. However, a low shear strength means silver-made {{l|edge}}d weapons such as {{l|spear}}s or {{l|sword}}s are quite terrible compared to any other weapons-grade metal.&lt;br /&gt;
&lt;br /&gt;
Silver is also a component of some alloys, specifically {{l|billon}} and {{l|electrum}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Silver&amp;diff=109921</id>
		<title>v0.31:Silver</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Silver&amp;diff=109921"/>
		<updated>2010-05-15T02:12:53Z</updated>

		<summary type="html">&lt;p&gt;Minus: Minus, Engraver, has engraved some links and more words.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Silver|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
* Make {{L|Billon}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|Electrum}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Native silver}}&lt;br /&gt;
* {{L|Horn silver}}&lt;br /&gt;
* {{L|Galena}} (50%)&lt;br /&gt;
* {{L|Tetrahedrite}} (20%)&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Silver is a mid-value {{l|metal}} which is useful for decorations, {{l|furniture}} and other objects. Silver can be used to produce {{l|weapons}} and {{l|bolts}}; its high density enhances the performance of {{l|bludgeon}}ing weapons such as {{l|mace}}s, {{l|maul}}s, and {{l|war hammer}}s. However, a low shear strength means silver-made {{l|edge}}d weapons such as {{l|spear}}s or {{l|sword}}s are quite terrible compared to any other weapons-grade metal.&lt;br /&gt;
&lt;br /&gt;
Silver is also a component of some alloys, specifically {{l|billon}} and {{l|electrum}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=109841</id>
		<title>v0.31 Talk:Gem</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=109841"/>
		<updated>2010-05-14T14:48:27Z</updated>

		<summary type="html">&lt;p&gt;Minus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have any new gems been introduced, and have gem values been verified?&lt;br /&gt;
&lt;br /&gt;
The values of many things have changed. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:The Architect|The Architect]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I personally verified the name, value, and location of every gem in the list when I imported this page from 40d. Everything that hasn't been verified has been marked with a &amp;quot;Verify&amp;quot; note, including the gem colors and a few commented-out sections at the top of the page. --[[User:Quietust|Quietust]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have found gems to be more valuable than listed. For example, although pink tourmalines are listed at a value of 15 I am finding rough pink tourmalines valued at 45, and once cut they are valued at 75. Has anyone else found this?&lt;br /&gt;
--[[User:Monk12|Monk12]] 20:00, 11 April 2010&lt;br /&gt;
:To obtain the value of an uncut gem, multiply the value of the gem as listed on the page by 3.  Multiply by 5 to obtain basic cut values.&lt;br /&gt;
&lt;br /&gt;
Glass value seems the same still. I tried to verify if crafts and large gems are still at the same rate, but I can't completely confirm yet. I got large gems, but no crafts. Roughly 1/3rd rate... I doubt anything has changed though. --[[User:Lightning4|Lightning4]] 02:29, 15 April 2010 (UTC)&lt;br /&gt;
:I also get no crafts. [[User:Minus|Minus]] 14:48, 14 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nickel&amp;diff=109840</id>
		<title>v0.31:Nickel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nickel&amp;diff=109840"/>
		<updated>2010-05-14T14:45:10Z</updated>

		<summary type="html">&lt;p&gt;Minus: Added 'garnierite' line; bumped to Exceptional.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Nickel&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|nickel silver}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Garnierite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Nickel''' is an uncommon, low-value, {{l|magma-safe}} {{l|metal}} used mainly for the creation of {{l|nickel silver}} (note that nickel silver is no longer magma-safe, as it was in previous game versions). It can also be used to create some objects. It can only be smelted from {{l|garnierite}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nickel&amp;diff=109738</id>
		<title>v0.31:Nickel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nickel&amp;diff=109738"/>
		<updated>2010-05-13T23:22:13Z</updated>

		<summary type="html">&lt;p&gt;Minus: Magma-safe clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Nickel&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|nickel silver}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Garnierite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Nickel''' is an uncommon, low-value, {{l|magma-safe}} {{l|metal}} used mainly for the creation of {{l|nickel silver}} (note that nickel silver is no longer magma-safe, as it was in previous game versions). It can also be used to create some objects.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Phantom_spider&amp;diff=109728</id>
		<title>v0.31:Phantom spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Phantom_spider&amp;diff=109728"/>
		<updated>2010-05-13T22:45:39Z</updated>

		<summary type="html">&lt;p&gt;Minus: Request for verification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{VerminInfo|name=Phantom spider|symbol=·|color=7:0:1|biome=&lt;br /&gt;
* Evil temperate forest&lt;br /&gt;
* Evil tropical forest&lt;br /&gt;
|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny translucent creature, found in evil forests.''&lt;br /&gt;
&lt;br /&gt;
'''Phantom spiders''' are {{L|vermin}} that occur in {{L|Region#surroundings|evil}} forest {{L|biome}}s. They are closely related to {{L|cave spider}}s; they produce webs that can be collected and woven into {{L|thread}} at a {{L|loom}}, and bite {{L|creature}}s to inject a venom. Note that stripping an area of available {{L|tree}}s reduces the amount of webbing present due to dwarves trampling it. Oddly, their venom does not appear to have any effect - this may be a bug.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[CREATURE:SPIDER_PHANTOM]&lt;br /&gt;
	[DESCRIPTION:A tiny translucent creature, found in evil forests.]&lt;br /&gt;
	[NAME:phantom spider:phantom spiders:phantom spider]&lt;br /&gt;
	[CASTE_NAME:phantom spider:phantom spiders:phantom spider]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PET_EXOTIC][EVIL]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[WEBIMMUNE]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[VERMIN_GROUNDER]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:translucence]&lt;br /&gt;
	[PREFSTRING:creepiness]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOFEAR]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen phantom spider venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:phantom spider venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling phantom spider venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
	[EXTRACT:LOCAL_CREATURE_MAT:VENOM]&lt;br /&gt;
	[VERMIN_BITE:10:bitten:LOCAL_CREATURE_MAT:VENOM]&lt;br /&gt;
	[WEBBER:LOCAL_CREATURE_MAT:SILK]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:exterior:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{vermin}}&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Phantom_spider&amp;diff=109727</id>
		<title>v0.31:Phantom spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Phantom_spider&amp;diff=109727"/>
		<updated>2010-05-13T22:45:14Z</updated>

		<summary type="html">&lt;p&gt;Minus: Request for verification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{VerminInfo|name=Phantom spider|symbol=·|color=7:0:1|biome=&lt;br /&gt;
* Evil temperate forest&lt;br /&gt;
* Evil tropical forest&lt;br /&gt;
|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny translucent creature, found in evil forests.''&lt;br /&gt;
&lt;br /&gt;
'''Phantom spiders''' are {{L|vermin}} that occur in {{L|Region#surroundings|evil}} forest {{L|biome}}s. They are closely related to {{L|cave spider}}s; they produce webs that can be collected and woven into {{L|thread}} at a {{L|loom}}, and bite {{L|creature}}s to inject a venom. Note that stripping an area of available {{L|tree}}s reduces the amount of webbing present due to dwarves trampling it. Oddly, their venom does not appear to have any effect - this may be a bug.{{verification needed}}&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[CREATURE:SPIDER_PHANTOM]&lt;br /&gt;
	[DESCRIPTION:A tiny translucent creature, found in evil forests.]&lt;br /&gt;
	[NAME:phantom spider:phantom spiders:phantom spider]&lt;br /&gt;
	[CASTE_NAME:phantom spider:phantom spiders:phantom spider]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PET_EXOTIC][EVIL]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[WEBIMMUNE]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[VERMIN_GROUNDER]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:translucence]&lt;br /&gt;
	[PREFSTRING:creepiness]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOFEAR]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen phantom spider venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:phantom spider venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling phantom spider venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
	[EXTRACT:LOCAL_CREATURE_MAT:VENOM]&lt;br /&gt;
	[VERMIN_BITE:10:bitten:LOCAL_CREATURE_MAT:VENOM]&lt;br /&gt;
	[WEBBER:LOCAL_CREATURE_MAT:SILK]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:exterior:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{vermin}}&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108632</id>
		<title>v0.31 Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108632"/>
		<updated>2010-05-12T04:00:00Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Masterwork Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't separating your spider habitat from your cats via doors marked as impassable for pets do the trick , while leaving your cats free to clean up other vermin from your fort? [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:08, 22 April 2010 (UTC)&lt;br /&gt;
:The problem with that is that eventually a dwarf will pass through the door and the cat that is desperately trying to get in will have a small window to do so.--[[User:Kuroneko|Kuroneko]] 12:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If cats are annoying in real life as they are in DF, I want all of them dead. Even Scamps. And the article is wrong - you can't chain or cage cats that are pets of some crazy cat lady. 22:42, 28 April 2010 (UTC)~&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Venomous? ==&lt;br /&gt;
&lt;br /&gt;
Is there a good page that redlink should go to? I may just be blind but I haven't found a comprehensive page explaining the poison system in DF2010 yet.&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork Quality ==&lt;br /&gt;
&lt;br /&gt;
Is there any reason this page should not be considered masterwork? It seems rather comprehensive given the fact that the topic is a rather mundane vermin. Perhaps adding a small screenshot depicting the webs? [[User:Minus|Minus]] 01:06, 12 May 2010 (UTC)&lt;br /&gt;
:Well I think it has more or less all you need to know about them, including how to deal with them and what they're good/bad for. It also respects every criteria of the quality post so why not. I'm fetching a screenshot right now. --[[User:Speed112|Speed112]] 01:10, 12 May 2010 (UTC)&lt;br /&gt;
::Thanks. Obviously being two miles long isn't a criteria; there is certainly value in being concise. Any nea votes? [[User:Minus|Minus]] 04:00, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108580</id>
		<title>v0.31 Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108580"/>
		<updated>2010-05-12T01:06:50Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Masterwork Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't separating your spider habitat from your cats via doors marked as impassable for pets do the trick , while leaving your cats free to clean up other vermin from your fort? [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:08, 22 April 2010 (UTC)&lt;br /&gt;
:The problem with that is that eventually a dwarf will pass through the door and the cat that is desperately trying to get in will have a small window to do so.--[[User:Kuroneko|Kuroneko]] 12:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If cats are annoying in real life as they are in DF, I want all of them dead. Even Scamps. And the article is wrong - you can't chain or cage cats that are pets of some crazy cat lady. 22:42, 28 April 2010 (UTC)~&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Venomous? ==&lt;br /&gt;
&lt;br /&gt;
Is there a good page that redlink should go to? I may just be blind but I haven't found a comprehensive page explaining the poison system in DF2010 yet.&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork Quality ==&lt;br /&gt;
&lt;br /&gt;
Is there any reason this page should not be considered masterwork? It seems rather comprehensive given the fact that the topic is a rather mundane vermin. Perhaps adding a small screenshot depicting the webs? [[User:Minus|Minus]] 01:06, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108579</id>
		<title>v0.31 Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108579"/>
		<updated>2010-05-12T01:06:32Z</updated>

		<summary type="html">&lt;p&gt;Minus: /* Masterwork Quality */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't separating your spider habitat from your cats via doors marked as impassable for pets do the trick , while leaving your cats free to clean up other vermin from your fort? [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:08, 22 April 2010 (UTC)&lt;br /&gt;
:The problem with that is that eventually a dwarf will pass through the door and the cat that is desperately trying to get in will have a small window to do so.--[[User:Kuroneko|Kuroneko]] 12:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If cats are annoying in real life as they are in DF, I want all of them dead. Even Scamps. And the article is wrong - you can't chain or cage cats that are pets of some crazy cat lady. 22:42, 28 April 2010 (UTC)~&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Venomous? ==&lt;br /&gt;
&lt;br /&gt;
Is there a good page that redlink should go to? I may just be blind but I haven't found a comprehensive page explaining the poison system in DF2010 yet.&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork Quality ==&lt;br /&gt;
&lt;br /&gt;
Is there any reason this page should not be considered masterwork? It seems rather comprehensive given the fact that the topic is a rather mundane vermin. Perhaps adding a small screenshot depicting the webs?&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Minus&amp;diff=108577</id>
		<title>User talk:Minus</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Minus&amp;diff=108577"/>
		<updated>2010-05-12T01:00:05Z</updated>

		<summary type="html">&lt;p&gt;Minus: Created page with '...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Minus&amp;diff=108576</id>
		<title>User:Minus</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Minus&amp;diff=108576"/>
		<updated>2010-05-12T00:59:10Z</updated>

		<summary type="html">&lt;p&gt;Minus: Created page with '...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108574</id>
		<title>v0.31 Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=108574"/>
		<updated>2010-05-12T00:56:41Z</updated>

		<summary type="html">&lt;p&gt;Minus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't separating your spider habitat from your cats via doors marked as impassable for pets do the trick , while leaving your cats free to clean up other vermin from your fort? [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:08, 22 April 2010 (UTC)&lt;br /&gt;
:The problem with that is that eventually a dwarf will pass through the door and the cat that is desperately trying to get in will have a small window to do so.--[[User:Kuroneko|Kuroneko]] 12:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If cats are annoying in real life as they are in DF, I want all of them dead. Even Scamps. And the article is wrong - you can't chain or cage cats that are pets of some crazy cat lady. 22:42, 28 April 2010 (UTC)~&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Venomous? ==&lt;br /&gt;
&lt;br /&gt;
Is there a good page that redlink should go to? I may just be blind but I haven't found a comprehensive page explaining the poison system in DF2010 yet.&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=108495</id>
		<title>v0.31:Cave spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=108495"/>
		<updated>2010-05-11T14:50:28Z</updated>

		<summary type="html">&lt;p&gt;Minus: Whoops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Cave spider|symbol=∙|color=7:0:0|biome=* Subterranean Water&lt;br /&gt;
* Subterranean Chasm|wiki=no|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''cave spider''' is a type of {{L|vermin}}.&lt;br /&gt;
It produces {{L|web}}s that can be collected and {{L|loom|woven}} into {{L|thread|cave spider silk thread}}.&lt;br /&gt;
&lt;br /&gt;
Cave spiders can be annoying and beneficial at the same time.  They will usually hang out around underground areas like {{L|cavern|caverns}} or underground water sources. They will leave webs around these areas or even in your fortress that can be collected via the 'collect webs' job at the {{L|Loom}}, which is created automatically when webs are around.  They can be annoying because they will bite the occasional pet or dwarf, though they're only mildly {{L|Syndrome|venomous}}.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|cat}}s around your fortress, they will hunt cave spiders down without mercy just like any other vermin, and this can be a bit annoying if you want those webs.  You can attempt to solve this problem by confining all unattached cats using {{L|cage}}s or {{L|restraint}}s and eliminating cats that have {{L|pet|adopted}} a dwarf, but this approach can cause {{L|thought|happiness}} issues, and migrants will continue to introduce pet cats to your fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=108494</id>
		<title>v0.31:Cave spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=108494"/>
		<updated>2010-05-11T14:49:52Z</updated>

		<summary type="html">&lt;p&gt;Minus: Couple more links.&lt;/p&gt;
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&lt;div&gt;{{VerminInfo|name=Cave spider|symbol=∙|color=7:0:0|biome=* Subterranean Water&lt;br /&gt;
* Subterranean Chasm|wiki=no|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
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A '''cave spider''' is a type of {{L|vermin}}.&lt;br /&gt;
It produces {{L|web}}s that can be collected and {{L|loom|woven}} into {{L|thread|cave spider silk thread}}.&lt;br /&gt;
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Cave spiders can be annoying and beneficial at the same time.  They will usually hang out around underground areas like {{L|cavern|caverns}} or underground water sources. They will leave webs around these areas or even in your fortress that can be collected via the 'collect webs' job at the {{L|Loom}}, which is created automatically when webs are around.  They can be annoying because they will bite the occasional pet or dwarf, though they're only mildly {{L|Syndrome|venomous}}.&lt;br /&gt;
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If you have {{L|cat}}s around your fortress, they will hunt cave spiders down without mercy just like any other vermin, and this can be a bit annoying if you want those webs.  You can attempt to solve this problem by confining all unattached cats using {{L|cage}}s or {{L|restraint}}s and eliminating cats that have {{L|pet|adopted}} a dwarf, but this approach can cause {{L|happiness}} issues, and migrants will continue to introduce pet cats to your fortress.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Minus</name></author>
	</entry>
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