<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=The+Architect</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=The+Architect"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/The_Architect"/>
	<updated>2026-05-05T16:55:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=101372</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=101372"/>
		<updated>2010-05-01T17:30:24Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}}, used in cooking prepared meals or consumed as is (counts as food, not drink).&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket will then be emptied into an empty barrel or fitting milk barrel on a food stockpile. Creatures assigned to cages can be milked.&lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*Donkey&lt;br /&gt;
*Cow&lt;br /&gt;
*Horse&lt;br /&gt;
*Camel&lt;br /&gt;
*Purring Maggot&lt;br /&gt;
&lt;br /&gt;
The milker will not necessarily pick the closest animal available.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is marked in the RAW files with the following tag: [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. In this case, it is a Cow and the time period is 20000 ticks, at roughly 1200 ticks per day.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=101371</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=101371"/>
		<updated>2010-05-01T17:28:06Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Milking Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker spends doing other jobs. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;br /&gt;
::You're making quite a few assumptions there, Architect, and needlessly criticising people rather than trying to provide anything that helps. How about you get your finger out your ass and contribute something instead? But if you just want to criticise, then here you go. Brand new fort with a proficient milker and just one female cow. I've made a farmer's workshop and placed a furniture stockpile right beside it and a 3x3 meeting area (where the milker and the cow will linger after dismantling the wagon) two tiles away from the workshop. Therefore, everything I need is right beside the workshop and there's no wasted time (and because I still only have seven dwarves, my manager doesn't need an office and tasks are sorted out without waiting for them to faff around in an office for a couple of days); to add to this, all hauling/cleaning duties have been disabled on the milker so he's not wasting time carrying a bucket from the workshop to the stockpile after every failed job attempt. It took a few days for me to get things sorted, but I eventually got the manager to assign 5 milking jobs. The first was completed on 10th of Granite. The second was completed on 1st of Slate. The third was completed on 20th of Slate. The fourth was completed on the 12th of Felsite. The fifth was completed on the 1st of Hematite. This test has enough samples to take into account short delays for eating/drinking/sleeping, but results are fairly consistent - the milker was attempting to milk the cow about once every two days and was successful after 18-20 days. It's believed that a day lasts 1,200 ticks and cows have the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. 20,000 ticks is just under 17 days...so, on a hunch I've edited the raws changing that 20000 to 5000, then started a new game with the same setup as above. Cow was first milked on Granite 4th, and then again on Granite 10th. So there you go, the cow can be milked after 20,000 ticks, which is roughly 17 days. -- [[User:Pushy|Pushy]] 12:16, 29 April 2010 (UTC)&lt;br /&gt;
:::Well your attitude sucks, but at least you've got the info we needed. Thanks. [[User:The Architect|The Architect]] 17:28, 1 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100369</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100369"/>
		<updated>2010-04-27T22:28:32Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Training Mining */  replaced &amp;quot;dwarf&amp;quot; with &amp;quot;miner&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and if possible places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
==Training Mining==&lt;br /&gt;
Mining skill is important for two reasons: First, it allows miners to dig faster. Second, a higher skill increases the chance that mining will produce a stone, lump of ore, or gem. A legendary miner will always produce a resource unless they are drowsy, hungry, or thirsty. Dwarves will continue acquiring jobs while tired, thirsty, and hungry, and they can easily ruin good resources if they are not stopped from mining important tiles while inhibited.&lt;br /&gt;
&lt;br /&gt;
Dwarves learn by doing. Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is the fastest way to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100367</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100367"/>
		<updated>2010-04-27T22:16:11Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Created section on training, explained reason for inconsistent output in 2010. Removed notes on that subject contrasting 2010 to past versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and if possible places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
==Training Mining==&lt;br /&gt;
Mining skill is important for two reasons: First, it allows miners to dig faster. Second, a higher skill increases the chance that mining will produce a stone, lump of ore, or gem. A legendary dwarf will always produce a resource unless they are drowsy, hungry, or thirsty. Dwarves will continue acquiring jobs while tired, thirsty, and hungry, and they can easily ruin good resources if they are not stopped from mining important tiles while inhibited.&lt;br /&gt;
&lt;br /&gt;
Dwarves learn by doing. Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is the fastest way to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100365</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100365"/>
		<updated>2010-04-27T22:09:30Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and if possible places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=100306</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=100306"/>
		<updated>2010-04-27T20:20:42Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &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;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Graphics_set_repository&amp;diff=99889</id>
		<title>v0.31 Talk:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Graphics_set_repository&amp;diff=99889"/>
		<updated>2010-04-27T03:45:29Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Created page with 'This page needs a how-to on graphics creation, activation, and basic installation. At the least, it needs a link to a relevant forum thread with instructions to creating and modi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs a how-to on graphics creation, activation, and basic installation. At the least, it needs a link to a relevant forum thread with instructions to creating and modifying graphics sets. This last option might be preferable to avoid clutter [[User:The Architect|The Architect]] 03:45, 27 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=99887</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=99887"/>
		<updated>2010-04-27T03:33:41Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Created page with '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 wa…'&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;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=99394</id>
		<title>v0.31 Talk:Tree</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=99394"/>
		<updated>2010-04-26T05:53:02Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Created page with 'Underground trees spawn in newly created suitable locations once their biome is uncovered. So far, this requires a Subterranean tile of soil, with a full soil wall underneath it.…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underground trees spawn in newly created suitable locations once their biome is uncovered. So far, this requires a Subterranean tile of soil, with a full soil wall underneath it. They do not spawn on subterranean soil tiles located above rock walls. From Toady's comments, I speculate that they will spawn on subterranean muddied tiles without a full soil wall beneath them. I have not tested this second hypothesis.[[User:The Architect|The Architect]] 05:53, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=98341</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=98341"/>
		<updated>2010-04-24T04:24:37Z</updated>

		<summary type="html">&lt;p&gt;The Architect: deleted my own answered question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Zone-canceling crash==&lt;br /&gt;
It seems that whenever I cancel a zone while I am still placing it, the game crashes. It's pretty easily avoidable(finish building it, then delete it), but still annoying. Is this happening to anyone else?--[[User:Pvt. Miller|Pvt. Miller]] 21:51, 15 April 2010 (UTC)&lt;br /&gt;
::I can confirm this, happens to me every time. It's a bummer.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=97161</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=97161"/>
		<updated>2010-04-22T06:37:54Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Powder Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
:Obviously not intentional. Confirmed bug, anyone?[[User:The Architect|The Architect]] 06:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category listing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;br /&gt;
==Links==&lt;br /&gt;
The link for Plaster Cast needs to go to the specific section of the Healthcare page, and not just to the top of that long dissertation. Unfortunately, I just don't remember how to do that. Note that some of the other links may also need &amp;quot;doctoring&amp;quot;.[[User:The Architect|The Architect]] 06:37, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=97157</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=97157"/>
		<updated>2010-04-22T06:35:36Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* gypsum plaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
:Obviously not intentional. Confirmed bug, anyone?[[User:The Architect|The Architect]] 06:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category listing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=97156</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=97156"/>
		<updated>2010-04-22T06:34:45Z</updated>

		<summary type="html">&lt;p&gt;The Architect: moved back to Elven for various reasons listed in Talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items as are:&lt;br /&gt;
&lt;br /&gt;
*A {{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
*An associated number of {{L|bone|bones}}&lt;br /&gt;
*Various {{L|prepared organs}}&lt;br /&gt;
**An associated number of prepared eyes&lt;br /&gt;
**Prepared lungs&lt;br /&gt;
**A prepared heart&lt;br /&gt;
**Prepared intestines&lt;br /&gt;
**Chopped liver&lt;br /&gt;
**Tripe&lt;br /&gt;
**Sweetbread&lt;br /&gt;
**A prepared spleen&lt;br /&gt;
**A pair of prepared kidneys&lt;br /&gt;
**Prepared brain&lt;br /&gt;
*An associated number of fat&lt;br /&gt;
*{{L|Nervous tissue}}&lt;br /&gt;
*A skin (to be tanned into {{L|leather}})&lt;br /&gt;
*{{L|Hair}}&lt;br /&gt;
*{{L|Cartilage}}&lt;br /&gt;
*{{L|Hoof|Hooves}}&lt;br /&gt;
*{{L|horn|horns}}&lt;br /&gt;
*{{L|nail}}&lt;br /&gt;
*Feather in place of hair (if bird) {{verify}}&lt;br /&gt;
*An associated number of {{L|meat}}&lt;br /&gt;
*A Scale in place of (raw) Skin (if reptile)&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).&lt;br /&gt;
&lt;br /&gt;
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.&lt;br /&gt;
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
All other remains can be eaten and/or cooked.&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
Partial corpses as well as mutilated corpses seem to provide not the expected &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
&lt;br /&gt;
== Hauling and stockpile considerations ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
&lt;br /&gt;
It is worthwhile keeping the butcher's shop locked off when a hunter is out hunting, so that he does not drag kills directly into the butcher's shop (where they explode). If he cannot access it, he will drag it to the fresh hide stockpile instead.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=97155</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=97155"/>
		<updated>2010-04-22T06:34:07Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Explanation for moving article back to Elven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=97152</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=97152"/>
		<updated>2010-04-22T06:26:44Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Milking Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker spends doing other jobs. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=97151</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=97151"/>
		<updated>2010-04-22T06:26:24Z</updated>

		<summary type="html">&lt;p&gt;The Architect: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker doing other jobs. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=97150</id>
		<title>Bloodline Talk:Joining the Succession League</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Joining_the_Succession_League&amp;diff=97150"/>
		<updated>2010-04-22T06:24:51Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Major Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had NO IDEA there was still this much interest. This project was put on hold for two reasons:&lt;br /&gt;
1) A severe falling off of interest in all succession and community games during the last few months pre-2010 release.&lt;br /&gt;
2) A crippling inability for the Wiki to properly serve as the home for this project. The code makes what should be a quick update process a matter of hours (really) for the simplest things, even once you've gotten used to it. It's also nearly impossible to maintain communications (notice all of the red links for names?).&lt;br /&gt;
&lt;br /&gt;
The Bay12 forum proved to be even worse, as I can't mass email there (limit a couple of emails per hour, to 10 players at a time, means that it became impossible for me to work with back when we hit around 30 players).&lt;br /&gt;
&lt;br /&gt;
It appears there is once again a rising need for /interest in an organized and accessible community of succession games and players. The problem now is that the wiki is truly incapable of serving as its home, and so is the current Bay12. I'll start asking around for help again, but I'm a busy person with work, college, and social life. It will happen at a crawl unless someone can step in. Even ideas would be helpful. [[User:The Architect|The Architect]] 06:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Join=&lt;br /&gt;
Post your decision to join, along with your wiki stamp if you have one, or just a nickname you can be known by. A Bay12 forum name is acceptable as well, and should be posted to the appropriate thread linked to the main joining page.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This sounds very fun!  I would love to join.  I can only commit to about an hour’s worth of play per day due to real life stuff, but I think that should be plenty.  I’ve been playing the game now for a couple of years off and on and I think I have a handle on the basics. [[User:Frewfrux|Frewfrux]] 20:21, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'd like to join too, I am very familiar with dwarf fortress and really want to try this out--[[User:Supercharazard|Supercharazard]] 19:23, 18 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'd like to join, but I'm on a Mac, so I guess I'd have to be in a separate league for any pass-along-the-savefile games, and possibly any worldgenned games?  Compatibility across various versions/platforms is not well documented. [[User:Cheepicus|Cheepicus]] 02:29, 9 October 2009 (UTC) (&amp;quot;fleacircus&amp;quot; on forums)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I would also like to join.  I'm totally new to Dwarf fortress.  But I can see the potential for much fun and [[fun]] with a succession game.  However I have the same problem as above; I'm using a Mac.  --[[User:Kelsa|Kelsa]] 20:19, 11 October 2009 (UTC)  (also &amp;quot;kelsa&amp;quot; on the forums)&lt;br /&gt;
: For what it's worth, I have the Mac and PC versions of Dwarf Fortress set up in the same folder on my thumb drive so I can play the same saved games on both platforms. So far this has worked fine. --[[User:HebaruSan|HebaruSan]] 03:31, 20 October 2009 (UTC)&lt;br /&gt;
----&lt;br /&gt;
Very interested in joining. I'm familiar with Dwarf Fortress, on a PC with Vista. Nothing much else on my mind to ask/say! --[[User:Rogabeetah|Rogabeetah]] 12:44, 12 October 2009 (UTC) (now registered as &amp;quot;Rogabeetah&amp;quot; on the forums *15 October 2009*)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
I'm interested in joining. I' not exactly new to Dwarf Fortress, also I can write eloquently and design forts very well.  -- [[User:DJ Work Safety|DJ Work Safety]] 3:57, 12 October 2009 (UTC) (Same name on forums)&lt;br /&gt;
------&lt;br /&gt;
I too find an opportunity to participate enthralling. I play dwarf fortress a good bit and am pretty skilled at managing dem dorfs. I'm not gonna be a jerk and run the fort into the ground and leave you with one engraver in the fort's lowest level with nothing to do but engrave until he drowns either. --[[User:Qcrane|Qcrane]] 8:22. 12 October 2009 (UTC)(not registered on the forums)&lt;br /&gt;
&lt;br /&gt;
:Hey, I only did that ONCE. -- DJ Work Safety&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
::Wow, I need to apologize to all of you. Sorry, but I somehow failed to Watch this page and thus had no idea people were responding like this. You will all be added promptly, and if you need an email let me know. Also let me know what kind of games you want to see and if you need help starting them.&lt;br /&gt;
--[[User:The Architect|The Architect]] 14:28, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'm interested in joining. I posted on the forums under the same name. I'm somewhat new to DF (I've been at it for about a month) but I'm ready to try a few succession games.&lt;br /&gt;
--[[User:Chicken Launcher|Chicken Launcher]] 18:27, 18 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I am very interested in playing a bloodline game. --[[User:Notquitethere|Notquitethere]] 01:30, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I think I'd like to get in on this. My school work kinda waxes and wanes, so I should be around at least a decent amount of time. I go by Vicas on Bay12 and that works or here, too. I'm familiar with DF (been playing since the 2D version) but I'm very rusty, since I haven't played in a little under a year. - Vicas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I would love to join this! I made an account just for that. I'm interested in any kind of game, fun is present in most of them! --[[User:Jokim|Jokim]] 01:46, 3 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This sounds awesome and I would like to join. I've played DF quite a bit and at least know how not to cause a fortress to die immediately. I would be interested in pretty much any sort of game. --[[User:Hyperbox|Hyperbox]] 21:59, 4 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
well iam quite new to dwarf fortress but iam following the tuttorials and would be very interested in playing a succession game :] &lt;br /&gt;
. --[[User:Denisol|Denisol]] 15:23 , 17 december 2009&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ever since I read the legendary tales of Boatmurdered and Nist Akath (even though Nist Akath wasn't a succession game) I've wanted to try this.  Count on me, I know what it takes to get a fort up and running smoothly and in good order.  Please sign me up!&lt;br /&gt;
--[[User:Xvareon|Xvareon]]  10:26 PM, 25 December 2009&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I would love to join this. I've played DF for awhile and I think I have it all down up to the dwarven economy and noble swarms. [[User:Bentusi16|Bentusi16]] 5:00 PM, 27 December 2009&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sign me up! I'm pretty knowledgable, general fortress defence, dealing with water, magma, nobles, military, above ground construction etc...&lt;br /&gt;
&lt;br /&gt;
I would NOT say I'm an expert though, just up for a good laugh! -- [[User:Melek|Melek]] 17:55, 31 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, for those interested I got bored waiting and have decided to start two games of my own. Check my user page for more info! -- [[User:Melek|Melek]] 19:35, 4 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::I'm up for this :D --[[User:Defiance|Defiance]] 21:22, 7 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Count me in. --[[User:Gyron|Gyron]] 14:13, 12 January 2010&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'm in. --[[User:Schiller|Schiller]] 20:26, 14 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
All for having lots and lots of [[fun]] :D --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:21, 23 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Sign me up and ship me off, lets play! --[[User:Dissimulation|Dissimulation]] 16:47, 12 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I wish I had known about this earlier... I'm definitely interested in joining, and I already have my own succession game started [http://www.bay12games.com/forum/index.php?topic=52361.0 here]. I'm willing to join any others, as well. --[[User:AzureShadow|AzureShadow]] 01:59, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I'd like to join - I usually use Linux, but I can dual boot into windows if needed for compatibility. --[[User:Bdunderscore|Bdunderscore]] 01:58, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That sounds great, I always wanted to participate in a Succession game. I´m really interested in other players building-style. Sign me up! :3 ~ [[User:Felcis|Felcis]] 12:06, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Wiki Communication=&lt;br /&gt;
To create indents, stack colons at the beginning of your paragraph like so&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;:reply 1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;::next user's reply&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;:::next user's reply&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is the standard method of posting in the Wiki.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=97145</id>
		<title>v0.31 Talk:Prepared organs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=97145"/>
		<updated>2010-04-22T06:17:32Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Cooking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Title?==&lt;br /&gt;
&lt;br /&gt;
Would 'Butchery' suit this better? I agree that a page separate from the Butcher's Workshop is a good idea and the page is well-purposed, but Butchery... or Food Preparation even, would be better. --[[User:Retro|Retro]] 06:09, 8 April 2010 (UTC)&lt;br /&gt;
:I'm not sure this is the best name, but &amp;quot;Butchery&amp;quot; should refer more to the skill, and not one of several end-products of a labor of that skill.  (An &amp;quot;in-game&amp;quot; term is always best, esp if there's one that covers the subject adequately.)  I think we need to understand the process more - we can move the page at any time.--[[User:Albedo|Albedo]] 18:06, 8 April 2010 (UTC)&lt;br /&gt;
::There are several products. I suppose Meat might work, as they are all listed under Meat in the stocks menu. Problems with putting them under Meat or Butchery include that they are not handled in the same way as actual meat, the Butchery page can't be a catch-all for all of its products and their uses, and that we don't need 5+ pages for different forms of prepared meat that will be duplicates of each other with different names. --[[User:The Architect|The Architect]] 22:49, 8 April 2010 (UTC)&lt;br /&gt;
:::If we can verify that they have no other alternate uses (such as taming and trapping) then we can lump all of this under prepared food. --[[User:The Architect|The Architect]] 23:16, 8 April 2010 (UTC)&lt;br /&gt;
:There's no problem with an umbrella article that uses one main game term as a catch-all for similar, (semi-)parallel concepts that would be stubs otherwise. [[40d:skill]] is like this, with [[40d:profession]] redirecting to the same page - not the same, but close enough that too much would be redundant if they were split. (Sim w/ [[40d:Labor]] and [[40d:Job]], and many others.)  I haven't had enough luck hunting to make a call first hand yet (waiting for the first batch of kittens to grow up!) &amp;quot;Meat&amp;quot; could certainly work, but all other things equal &amp;quot;Prepared food&amp;quot; would be superior b/c it's an in-game term and a logical umbrella category for &amp;quot;meat&amp;quot; and everything listed here, as well as other prepared/edible items. --[[User:Albedo|Albedo]] 05:50, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
Can these be cooked now? I heard that the exclusion of meat from the kitchen menu was a bug, and was fixed in the first extermination. I don't have any way of testing right now, can anyone confirm this information? [[User:The Architect|The Architect]] 02:37, 19 April 2010 (UTC)&lt;br /&gt;
:Yes. Was fixed the same time as uncookable Quarry Bush Leaves. --[[User:Lightning4|Lightning4]] 07:17, 19 April 2010 (UTC)&lt;br /&gt;
::Thanks for cleaning up after me with the format edit and verification. I'm beyond rusty at all of that code! [[User:The Architect|The Architect]] 06:17, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Driftwood&amp;diff=97138</id>
		<title>v0.31 Talk:Driftwood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Driftwood&amp;diff=97138"/>
		<updated>2010-04-22T06:14:44Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have not seen any change from 40d; entry copied.&lt;br /&gt;
:Can anyone provide verification? It would be nice to move this along to Dwarven. [[User:The Architect|The Architect]] 06:14, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Totem&amp;diff=97082</id>
		<title>v0.31:Totem</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Totem&amp;diff=97082"/>
		<updated>2010-04-22T02:58:34Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Created page with '{{av}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=97066</id>
		<title>v0.31:Cartilage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=97066"/>
		<updated>2010-04-22T02:03:36Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Fixed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
Cartilage is a body part generated from {{L|butcher}}ing most animals. It currently has no known use.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=95585</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=95585"/>
		<updated>2010-04-19T03:25:35Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Milking Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker doing other jobss. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=95584</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=95584"/>
		<updated>2010-04-19T03:25:08Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Milking Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker doing other jobss. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=95583</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=95583"/>
		<updated>2010-04-19T03:09:23Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dumping beds doesn't seem to work. The jobs are never generated in the que. The only thing I have successfully dumped is remains. You can mark things, but they won't be dumped. Could this be Toady's move against quantum dumping? I find it incredibly irritating to be unable to move my items to my elevator shaft and drop them down to the cavern! --[[User:The Architect|The Architect]] 03:42, 9 April 2010 (UTC)&lt;br /&gt;
:Does changing gather refuse from outside in orders make it work? I had dwarves refusing to dump a whole load of things from inside until I changed this. --[[User:Samthere|Samthere]] 14:22, 9 April 2010 (UTC)&lt;br /&gt;
::Yes, that was the problem. [[User:The Architect|The Architect]] 03:09, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Zone-canceling crash==&lt;br /&gt;
It seems that whenever I cancel a zone while I am still placing it, the game crashes. It's pretty easily avoidable(finish building it, then delete it), but still annoying. Is this happening to anyone else?--[[User:Pvt. Miller|Pvt. Miller]] 21:51, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Succession_games&amp;diff=95581</id>
		<title>Succession games</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Succession_games&amp;diff=95581"/>
		<updated>2010-04-19T02:41:35Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Syntax edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Succession games are a popular part of Dwarf Fortress gameplay, in which rulers take turns playing the game, usually for the period of one year each.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A particular type of succession game is the [[:Category:Bloodline Games|Bloodline]] game, in which players do not alternate turns, but instead rule for one year each and pass it on to the next willing ruler. A notable example and by far the most famous is [[Boatmurdered]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a second type of bloodline game, players take turns based on real-time. An example is the popular &amp;quot;Sparkgear&amp;quot; franchise, which limits players to 24 hours each.&lt;br /&gt;
&lt;br /&gt;
If you wish to play a succession game, the easiest way is to visit the [[Succession League]]. Alternately you may search the Bay12 forums or use an internet search engine such as Google.&lt;br /&gt;
&lt;br /&gt;
[[Category:Bloodline Games]]&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=95579</id>
		<title>v0.31 Talk:Prepared organs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=95579"/>
		<updated>2010-04-19T02:37:42Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Title? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Title?==&lt;br /&gt;
&lt;br /&gt;
Would 'Butchery' suit this better? I agree that a page separate from the Butcher's Workshop is a good idea and the page is well-purposed, but Butchery... or Food Preparation even, would be better. --[[User:Retro|Retro]] 06:09, 8 April 2010 (UTC)&lt;br /&gt;
:I'm not sure this is the best name, but &amp;quot;Butchery&amp;quot; should refer more to the skill, and not one of several end-products of a labor of that skill.  (An &amp;quot;in-game&amp;quot; term is always best, esp if there's one that covers the subject adequately.)  I think we need to understand the process more - we can move the page at any time.--[[User:Albedo|Albedo]] 18:06, 8 April 2010 (UTC)&lt;br /&gt;
::There are several products. I suppose Meat might work, as they are all listed under Meat in the stocks menu. Problems with putting them under Meat or Butchery include that they are not handled in the same way as actual meat, the Butchery page can't be a catch-all for all of its products and their uses, and that we don't need 5+ pages for different forms of prepared meat that will be duplicates of each other with different names. --[[User:The Architect|The Architect]] 22:49, 8 April 2010 (UTC)&lt;br /&gt;
:::If we can verify that they have no other alternate uses (such as taming and trapping) then we can lump all of this under prepared food. --[[User:The Architect|The Architect]] 23:16, 8 April 2010 (UTC)&lt;br /&gt;
:There's no problem with an umbrella article that uses one main game term as a catch-all for similar, (semi-)parallel concepts that would be stubs otherwise. [[40d:skill]] is like this, with [[40d:profession]] redirecting to the same page - not the same, but close enough that too much would be redundant if they were split. (Sim w/ [[40d:Labor]] and [[40d:Job]], and many others.)  I haven't had enough luck hunting to make a call first hand yet (waiting for the first batch of kittens to grow up!) &amp;quot;Meat&amp;quot; could certainly work, but all other things equal &amp;quot;Prepared food&amp;quot; would be superior b/c it's an in-game term and a logical umbrella category for &amp;quot;meat&amp;quot; and everything listed here, as well as other prepared/edible items. --[[User:Albedo|Albedo]] 05:50, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
Can these be cooked now? I heard that the exclusion of meat from the kitchen menu was a bug, and was fixed in the first extermination. I don't have any way of testing right now, can anyone confirm this information? [[User:The Architect|The Architect]] 02:37, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=95576</id>
		<title>v0.31:Prepared organs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=95576"/>
		<updated>2010-04-19T02:35:22Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
This will be a catch-all for the new edible body parts consisting of prepared organs.&lt;br /&gt;
&lt;br /&gt;
==Prepared Organs==&lt;br /&gt;
Prepared organs are edible products of butchering. The exact conditions for their generation are currently not known. Speculation rests on the {{L|Butchery}} skill level.&lt;br /&gt;
&lt;br /&gt;
They are listed on the Stocks menu under {{L|Meat}}.&lt;br /&gt;
&lt;br /&gt;
Many aspects of the new meat system are still unknown, such as corellation between the creature's body type, the skill level of the butcher, and the condition of the corpse.  It is also unknown if dwarves can have a preference to types of prepared organs.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Types of Prepared Meats'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Value Modifier&lt;br /&gt;
!  Butchery Skill Requirement(?)&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) sweetbread&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) tripe&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) brain&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) eye(s)&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) heart&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) intestines&lt;br /&gt;
!  2&lt;br /&gt;
!  0&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) kidney&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) liver&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) lung&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) spleen&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=95574</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=95574"/>
		<updated>2010-04-19T02:34:05Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* beak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=95572</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=95572"/>
		<updated>2010-04-19T02:31:35Z</updated>

		<summary type="html">&lt;p&gt;The Architect: removed an answered newbie question from Talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=95571</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=95571"/>
		<updated>2010-04-19T02:30:26Z</updated>

		<summary type="html">&lt;p&gt;The Architect: removed an absolutely meaningless, dated statement from the talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals MUST be in refuse pile?==&lt;br /&gt;
I know for certain that my butcher shop butchered a giant eagle that my dogs killed (with barely a scratch on them too, strangely). The shop automatically popped up with &amp;quot;butcher an animal&amp;quot; and my fort was desperate for food, so I was watching this very closely. It took him a millenia it seems, but my butcher eventually got around to it and landed me some much needed 30 meat, along with various other parts which should still be in the butchers shop. I gave up the fort not long after due to pathing errors so the save is still available to check out. [[Special:Contributions/203.97.255.73|203.97.255.73]] 10:08, 11 April 2010 (UTC)&lt;br /&gt;
:The corpse has to be reasonably close to the butcher's shop to be butchered. Placing it in a nearby stockpile is one way to ensure that this is the case. --[[User:Zombiejustice|Zombiejustice]] 16:38, 11 April 2010 (UTC)&lt;br /&gt;
::Ahh, that makes sense then, the corpse landed about 8 squares away from my butchers shop.Thanks for the clarification : ) [[Special:Contributions/203.97.255.73|203.97.255.73]] 00:11, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=95569</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=95569"/>
		<updated>2010-04-19T02:27:02Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* TRAINING WEAPONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=95568</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=95568"/>
		<updated>2010-04-19T02:26:26Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* TRAINING WEAPONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant in light of the fact that all the training I've seen my dwarves do is endless individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=87788</id>
		<title>v0.31 Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma-safe&amp;diff=87788"/>
		<updated>2010-04-09T04:00:03Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article's contents are working under the assumption that the temperature of magma is still 12000 as it was in 40d - given that the [[magma man]]'s FIXED_TEMP is still 12000, this should be a reasonable assumption for now. Once Dtil is updated (or a similar utility is made available), this should be reasonably simple to verify. --[[User:Quietust|Quietust]] 14:56, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I calculated Celsius temperatures from Urist based on two of the known points, and floored the result.  (Rounding to the nearest might be more accurate, but it should be close enough for all practical purposes, and this required less examining of the decimals).  Note that the Magnetite melting temperature is approximately the real magnetite melting temperature - so i imagine most of these are based on real melting temperatures, although i also checked some others (eg, Hematite) whose actual melt temperature is a range (which was consistent, but not useful for real independent verification). &lt;br /&gt;
&lt;br /&gt;
Question: Why does the layout give preference to Farenheit anyway?  If anything, Celsius should be preferred.  (Actually, Kelvin should be preferred since its the metric unit).&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:20, 1 April 2010 (UTC)&lt;br /&gt;
:Fahrenheit is the main unit because in-game temperatures (degrees Urist) are equal to degrees Fahrenheit + 9968. --[[User:Quietust|Quietust]] 15:51, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Errors / Unknowns==&lt;br /&gt;
Celsius and Fahrenheit are reversed in the table header, and I don't see how to change that. --[[User:The Architect|The Architect]] 04:00, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the table reflect a research into all stone RAWs, verifying that these are the only magma-safe ones?&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=87759</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=87759"/>
		<updated>2010-04-09T03:42:00Z</updated>

		<summary type="html">&lt;p&gt;The Architect: Created page with 'Dumping beds doesn't seem to work. The jobs are never generated in the que. The only thing I have successfully dumped is remains. You can mark things, but they won't be dumped. C…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dumping beds doesn't seem to work. The jobs are never generated in the que. The only thing I have successfully dumped is remains. You can mark things, but they won't be dumped. Could this be Toady's move against quantum dumping? I find it incredibly irritating to be unable to move my items to my elevator shaft and drop them down to the cavern! --[[User:The Architect|The Architect]] 03:42, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=87521</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=87521"/>
		<updated>2010-04-08T23:30:09Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Powder Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category listing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=87520</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=87520"/>
		<updated>2010-04-08T23:29:47Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Powder Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category storing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=87519</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=87519"/>
		<updated>2010-04-08T23:29:28Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category storing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to 'all' of the item types listed as Powders.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Cheese&amp;diff=87514</id>
		<title>v0.31:Cheese</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Cheese&amp;diff=87514"/>
		<updated>2010-04-08T23:26:19Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Cheese is a {{l|food}} item made from {{l|milk}} at the {{l|Farmer's Workshop}} with the cheesemaking labor.  It can then be further cooked into {{l|prepared meal|prepared meals}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Useful Information About Cheeses'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Price&lt;br /&gt;
!  Dwarven Trade Good&lt;br /&gt;
!  Human Trade Good &lt;br /&gt;
!  Elven Trade Good  &lt;br /&gt;
!  Milkable Animal &lt;br /&gt;
|-&lt;br /&gt;
!  Cow Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  Donkey Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Yes&lt;br /&gt;
|-&lt;br /&gt;
!  Horse Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please help fill in the table and post further information in the Discussion page.&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87510</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87510"/>
		<updated>2010-04-08T23:25:04Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.&lt;br /&gt;
&lt;br /&gt;
Female versions of domestic animals are milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket should then be emptied into a milk barrel on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker will often generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
&lt;br /&gt;
WARNING!&lt;br /&gt;
As of 0.31.01, Milking is prone to a bug crashing DF. Save before engaging in Milking!&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=87508</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=87508"/>
		<updated>2010-04-08T23:24:43Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87505</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87505"/>
		<updated>2010-04-08T23:24:03Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.&lt;br /&gt;
&lt;br /&gt;
Female versions of domestic animals are milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket should then be emptied into a milk barrel on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
After finishing a milking job, the milker will often generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
&lt;br /&gt;
WARNING!&lt;br /&gt;
As of 0.31.01, Milking is prone to a bug crashing DF. Save before engaging in Milking!&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87503</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87503"/>
		<updated>2010-04-08T23:23:22Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.&lt;br /&gt;
&lt;br /&gt;
Female versions of domestic animals are now milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket should then be emptied into a milk barrel on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
After finishing a milking job, the milker will often generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
&lt;br /&gt;
WARNING!&lt;br /&gt;
As of 0.31.01, Milking is prone to a bug crashing DF. Save before engaging in Milking!&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=87496</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=87496"/>
		<updated>2010-04-08T23:21:27Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. A note about this should go on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=87491</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=87491"/>
		<updated>2010-04-08T23:21:11Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
???&lt;br /&gt;
Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. A note about this should go on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=87475</id>
		<title>v0.31 Talk:Prepared organs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=87475"/>
		<updated>2010-04-08T23:16:11Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Title? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Title?==&lt;br /&gt;
&lt;br /&gt;
Would 'Butchery' suit this better? I agree that a page separate from the Butcher's Workshop is a good idea and the page is well-purposed, but Butchery... or Food Preparation even, would be better. --[[User:Retro|Retro]] 06:09, 8 April 2010 (UTC)&lt;br /&gt;
:I'm not sure this is the best name, but &amp;quot;Butchery&amp;quot; should refer more to the skill, and not one of several end-products of a labor of that skill.  (An &amp;quot;in-game&amp;quot; term is always best, esp if there's one that covers the subject adequately.)  I think we need to understand the process more - we can move the page at any time.--[[User:Albedo|Albedo]] 18:06, 8 April 2010 (UTC)&lt;br /&gt;
::There are several products. I suppose Meat might work, as they are all listed under Meat in the stocks menu. Problems with putting them under Meat or Butchery include that they are not handled in the same way as actual meat, the Butchery page can't be a catch-all for all of its products and their uses, and that we don't need 5+ pages for different forms of prepared meat that will be duplicates of each other with different names. --[[User:The Architect|The Architect]] 22:49, 8 April 2010 (UTC)&lt;br /&gt;
::If we can verify that they have no other alternate uses (such as taming and trapping) then we can lump all of this under prepared food. --[[User:The Architect|The Architect]] 23:16, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=87472</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=87472"/>
		<updated>2010-04-08T23:14:47Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Revamping Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==edible==&lt;br /&gt;
I can verify as edible all mentioned in the article except eyes so far. --[[User:Old Ancient|Old Ancient]] 17:57, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=87468</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=87468"/>
		<updated>2010-04-08T23:13:37Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small Animal Dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared Organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* Hooves&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}}, and corpses of some slain animals. Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items as are:&lt;br /&gt;
&lt;br /&gt;
*A prepared brain and a {{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
*An associated number of {{L|bone|bones}}&lt;br /&gt;
*An associated number of prepared eyes&lt;br /&gt;
*A pair of prepared lungs&lt;br /&gt;
*A prepared heart&lt;br /&gt;
*Prepared intestines&lt;br /&gt;
*Chopped liver&lt;br /&gt;
*Tripe&lt;br /&gt;
*Sweetbread&lt;br /&gt;
*A prepared spleen&lt;br /&gt;
*A pair of prepared kidneys&lt;br /&gt;
*An associated number of fat&lt;br /&gt;
*{{L|Nervous tissue}}&lt;br /&gt;
*The skin&lt;br /&gt;
*{{L|Hair}}&lt;br /&gt;
*{{L|Cartilage}}&lt;br /&gt;
*{{L|Hoof|Hooves}}&lt;br /&gt;
*{{L|horn|horns}}&lt;br /&gt;
*{{L|nail}}&lt;br /&gt;
*An associated number of {{L|meat}}&lt;br /&gt;
*A Scale in place of Raw Skin&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. These can still be processed at the butcher's shop, but will yield only the bones, skull, horns, and hooves, if any.&lt;br /&gt;
&lt;br /&gt;
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.&lt;br /&gt;
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
All other remains can presumably be eaten.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=87461</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=87461"/>
		<updated>2010-04-08T23:11:29Z</updated>

		<summary type="html">&lt;p&gt;The Architect: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small Animal Dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared Organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* Hooves&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}}, and corpses of some slain animals. Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items as are:&lt;br /&gt;
&lt;br /&gt;
*A prepared brain and a {{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
*An associated number of {{L|bone|bones}}&lt;br /&gt;
*An associated number of prepared eyes&lt;br /&gt;
*A pair of prepared lungs&lt;br /&gt;
*A prepared heart&lt;br /&gt;
*Prepared intestines&lt;br /&gt;
*Chopped liver&lt;br /&gt;
*Tripe&lt;br /&gt;
*Sweetbread&lt;br /&gt;
*A prepared spleen&lt;br /&gt;
*A pair of prepared kidneys&lt;br /&gt;
*An associated number of fat&lt;br /&gt;
*{{L|Nervous tissue}}&lt;br /&gt;
*The skin&lt;br /&gt;
*{{L|Hair}}&lt;br /&gt;
*{{L|Cartilage}}&lt;br /&gt;
*{{L|Hoof|Hooves}}&lt;br /&gt;
*{{L|horn|horns}}&lt;br /&gt;
*{{L|nail}}&lt;br /&gt;
*An associated number of {{L|meat}}&lt;br /&gt;
*A Scale in place of Raw Skin&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. These can still be processed at the butcher's shop, but will yield only the bones, skull, horns, and hooves, if any.&lt;br /&gt;
&lt;br /&gt;
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.&lt;br /&gt;
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
All other remains can presumably be eaten.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=87456</id>
		<title>v0.31:Prepared organs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=87456"/>
		<updated>2010-04-08T23:09:29Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Prepared Organs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be a catch-all for the new edible body parts consisting of prepared organs. Individual pages and searches (like the current Intestines) should forward here.&lt;br /&gt;
&lt;br /&gt;
Can someone help me out with moving this to the proper category?&lt;br /&gt;
==Prepared Organs==&lt;br /&gt;
Prepared organs are edible products of butchering. The exact conditions for their generation are currently not known. Speculation rests on the {{L|Butchery}} skill level.&lt;br /&gt;
&lt;br /&gt;
They are listed on the Stocks menu under {{L|Meat}}. However, they are essentially prepared meals made by the butcher and can only be eaten directly. They cannot be used for any of the alternate uses available for &amp;quot;meat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They cannot be cooked.&lt;br /&gt;
Can they currently be eaten (bugs)?&lt;br /&gt;
Can dwarves have a preference for them?&lt;br /&gt;
How do the composition of the creature, Butchery skill level, and condition of the corpse affect generation?&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Types of Prepared Meats'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Value Modifier&lt;br /&gt;
!  Butchery Skill Requirement(?)&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) sweetbread&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) tripe&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) brain&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) eye(s)&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) heart&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) intestines&lt;br /&gt;
!  2&lt;br /&gt;
!  0&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) kidney&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) liver&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) lung&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) spleen&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=87450</id>
		<title>v0.31:Prepared organs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=87450"/>
		<updated>2010-04-08T23:05:44Z</updated>

		<summary type="html">&lt;p&gt;The Architect: /* Prepared Organs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be a catch-all for the new edible body parts consisting of prepared organs. Individual pages and searches (like the current Intestines) should forward here.&lt;br /&gt;
&lt;br /&gt;
Can someone help me out with moving this to the proper category?&lt;br /&gt;
==Prepared Organs==&lt;br /&gt;
Prepared organs are edible products of butchering. The exact conditions for their generation are currently not known. Speculation rests on the {{L|Butchery}} skill level.&lt;br /&gt;
&lt;br /&gt;
They are listed on the Stocks menu under {{L|Meat}}. However, they are essentially prepared meals made by the butcher and can only be eaten directly. They cannot be used for any of the alternate uses available for &amp;quot;meat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They cannot be cooked.&lt;br /&gt;
Can they currently be eaten (bugs)?&lt;br /&gt;
Can dwarves have a preference for them?&lt;br /&gt;
How do the composition of the creature, Butchery skill level, and condition of the corpse affect generation?&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Types of Prepared Meats'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Value Modifier&lt;br /&gt;
!  Butchery Skill Requirement(?)&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) sweetbread&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) tripe&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) brain&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) heart&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) intestines&lt;br /&gt;
!  2&lt;br /&gt;
!  0&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) kidney&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) liver&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) lung&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) spleen&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Architect</name></author>
	</entry>
</feed>