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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-05T23:33:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Release_information/0.44.06&amp;diff=235308</id>
		<title>DF2014:Release information/0.44.06</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Release_information/0.44.06&amp;diff=235308"/>
		<updated>2018-03-10T20:48:55Z</updated>

		<summary type="html">&lt;p&gt;Thetdw2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{release notes}}&lt;br /&gt;
&lt;br /&gt;
:Here's the first substantial update to the fortress's world map screen. New raid options are available, and it shouldn't be hard for you to antagonize your neighbors now if that's what you want to do. Use the {{key|d}}etails option when preparing the raid to set what sorts of actions you'd like your raiders to perform. Skills and equipment matter, and skills can be improved during missions. The skill of your best tactician is important (you'll see feedback in the mission report.) If you demand tribute on an ongoing basis and the target site agrees to your demands, you'll receive something like a merchant caravan on an annual basis a few seasons after the initial demand. They'll drop goods off at your depot and depart. These goods can be carried off immediately for storage, but there's a new report so you can look at a complete list of what was delivered; the same is true of spoils from raids.&lt;br /&gt;
&lt;br /&gt;
:A few notes on the bug fixes below: the identity fixes won't stop bad feelings from existing conflicts in old saves. Also in old saves, distracted animals might still appear to be broken at first, but they should sort themselves out after a bit. &lt;br /&gt;
:—[[Main:Toady One|Toady One]], March 9, 2018&lt;br /&gt;
&lt;br /&gt;
==New stuff==&lt;br /&gt;
*Can pillage and raze and demand tribute from other sites&lt;br /&gt;
*Dwarves on missions can now can gain skills&lt;br /&gt;
*Military tactics skill is now gained and matters in off-site battles&lt;br /&gt;
&lt;br /&gt;
==Major bug fixes==&lt;br /&gt;
*Fixed several problems causing the meeting queue to get gummed up&lt;br /&gt;
*Made monster-type critters and non-monster-type critters have proper hostile again&lt;br /&gt;
*Allowed people in the same squad to know each other's identities&lt;br /&gt;
*Made scribe copy job cancel properly to free up materials&lt;br /&gt;
*Fixed calculation of available writing materials in library&lt;br /&gt;
&lt;br /&gt;
==Other bug fixes/tweaks==&lt;br /&gt;
*Various speed tweaks&lt;br /&gt;
*Made clean job work inside and on outdoor constructions&lt;br /&gt;
*Made clean jobs continue to nearby tiles&lt;br /&gt;
*Made drunkenness make you less private instead of more private and fixed a typo there&lt;br /&gt;
*Made dwarven adventurers experience trances properly&lt;br /&gt;
*Made non-historical populations defend sites post w.g.&lt;br /&gt;
*Made off-site raid stealth success depend on site&lt;br /&gt;
*Fixed broken flags on merchant historical event&lt;br /&gt;
*Stopped dwarves being dragged to cages/chains from trying to clean the floor&lt;br /&gt;
*Stopped live generals from being elevated from zombie populations&lt;br /&gt;
*Stopped animals from developing need for alcohol after experiencing trauma&lt;br /&gt;
*Stopped unintelligent creatures associated to civilizations, like domestic animals, from worshipping gods when given historical status&lt;br /&gt;
*Stopped animals from revealing the location of artifacts to questers&lt;br /&gt;
*Stopped animals from forming grudges and other chat-based relationships&lt;br /&gt;
*Sped up legends loading in high-artifact worlds&lt;br /&gt;
*Stopped rooting around in the dirt from resetting path&lt;br /&gt;
*Fixed issue causing certain older army units from not appearing&lt;br /&gt;
*Fixed a few errors with abstract skill calculation for armies&lt;br /&gt;
*Reconciled bandit's map and in-play valuations of opponent strength to stop aborted ambushes&lt;br /&gt;
*Disallowed certain flying/swimming/visual/projectile/attack moves involving half-stairways&lt;br /&gt;
*Made branches/twigs burning over walls leave behind a floor properly&lt;/div&gt;</summary>
		<author><name>Thetdw2000</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item&amp;diff=235297</id>
		<title>Item</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item&amp;diff=235297"/>
		<updated>2018-03-09T21:29:37Z</updated>

		<summary type="html">&lt;p&gt;Thetdw2000: /* Named items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:06, 8 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
An '''item''' is any object that is tangible, easily movable, and not a [[creature]]. Items can include [[stone|boulders]], [[bucket]]s, [[furniture]], [[weapon]]s, [[craft]]s, and other similar or even completely different objects. Most items can be stored in [[stockpile]]s via [[hauling]], and a subset can additionally be stored in various containers, such as [[bag]]s, [[bin]]s, or [[barrel]]s. Containers are, themselves, also items.&lt;br /&gt;
&lt;br /&gt;
All items have a [[Item value|value]], item type, [[material]], and volume. From these, the [[weight]] of the item can be determined. Some items additionally have a [[Item quality|quality]]. Many items can participate in [[reaction]]s, and all but the raw materials and some animal extracts are the product of a reaction.&lt;br /&gt;
&lt;br /&gt;
An item can be stored on the ground, in a creature's inventory, in a container, in a workshop, [[cabinet]], or [[chest]], or even as a building material for [[building]]s and even [[construction]]s. Because of the wide variety of items and applications, there are varied ways to destroy items: waiting for [[rot]], consuming them (either through ingestion or through a reaction), [[wear]]ing them out, [[fire|burning]] them, moving them off-screen, dropping them into a [[Hell|bottomless pit]] or [[magma sea|magma flow]], crushing them in a [[cave-in]], or using a [[dwarven atom smasher]].&lt;br /&gt;
&lt;br /&gt;
== Named items ==&lt;br /&gt;
:''See also: [[Legendary artifact]]''&lt;br /&gt;
An item that is named in either [[fortress mode]] or [[adventure mode]] can arise from two circumstances: being created as a [[legendary artifact]], or being named for a notable [[kill list]]. In fortress mode, named items will be listed in the artifact screen accessed from the {{k|L}} key.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Items can be viewed in fortress mode from the loo{{k|k}} screen. They will, most of the time, be displayed in [[color|brown]] (yellow when highlighted as the currently active item). When selected, {{k|Enter}} can be used to view a brief description of the item, one that includes the [[weight]], contents (if any), and name of an item. From there, {{k|v}} can be used to obtain a detailed description of the item written in prose; this information includes the item type, any [[decoration]]s, and other information.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will haul their purchases away, and [[thief|thieves]] will attempt to escape with stolen items. All creatures will leave the screen with all items in their possession, including [[weapon]]s and [[ammo]] lodged in their wounds. Using fluids or dumping into the pits [[hell|deep down]] are the only other methods of moving items off-screen.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
Items are also tangible in adventure mode, where they are picked up with the {{k|g}} key into either a free grasp or a [[backpack]] or other suitable container. All items can be thrown with the {{k|t}} key as well. An item that is not a proper weapon can still be used in combat; the misc. object user [[skill]] is trained by this activity.&lt;br /&gt;
&lt;br /&gt;
The adventurer's inventory can be viewed through the inventory screen, accessed with {{k|i}}. [[Armor]] and [[clothing]], special types of item, can be interacted with through the {{k|w}} and {{k|r}} screens.&lt;br /&gt;
&lt;br /&gt;
== Object testing arena ==&lt;br /&gt;
In the [[object testing arena]], items are appointed from the creature creation screen, accessed through {{k|k}} then {{k|c}} in the non-controlling view. There, {{k|n}} is used to add an item, and after selecting an appointed item {{k|r}} used to remove it and {{k|+}}, {{k|-}}, {{k|*}}, and {{k|/}} keys used to control the amount.&lt;br /&gt;
&lt;br /&gt;
Items in the arena are displayed according to whether or not a creature is currently controlled; in the controlling view, the display is similar to that of adventure mode and in the non-controlling view similar to fortress mode.&lt;br /&gt;
&lt;br /&gt;
Only certain items can be appointed in the arena. Aside from objects obtained from creatures or butchering, and their derivatives, only [[weapon]]s and training weapons, [[tool]]s, [[ammunition]], and [[armor]] can be created.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Thetdw2000</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fishing_industry&amp;diff=235292</id>
		<title>Fishing industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fishing_industry&amp;diff=235292"/>
		<updated>2018-03-07T16:26:17Z</updated>

		<summary type="html">&lt;p&gt;Thetdw2000: /* Shells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:56, 21 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''The fishing industry''' is one of five [[food]]-producing [[industry|industries]] (along with [[farming]], the [[meat industry]], the [[poultry industry]], and the [[beekeeping industry]]). In addition to sustaining your hungry dwarves, the fishing industry produces non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing is an excellent way to initially feed your dwarves, requiring very little setup or maintenance, available as long as you have access to some form of fish-bearing water and a cheesemaker or two looking for something to do between breaks.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
[[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire fish. Fishing is unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull the hapless critters right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing.&lt;br /&gt;
&lt;br /&gt;
If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there. While stocks of fish in bodies of water that do not [[flow]] are now renewable, unlike in the past{{bug|2780}}, a fisherdwarf can still have lots of [[fun]] at his secret fishing hole next to the goblin's favorite arrival area. Zoning is highly recommended, but keep in mind an agile Urist McFisherdwarf assigned to an out of the way fishing spot with a nearby lockable escape tunnel can make an excellent sentry.&lt;br /&gt;
&lt;br /&gt;
== Fishing Zone==&lt;br /&gt;
Fishing [[zone]]s are preferred areas to fish and changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}}, and then setting fishing to zone-only will force all fishing to be done in the zone. To set up fishing zones, designate a zone({{k|i}}) as usual, on shore tile adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet known if there are any fish there.  If there are no fish in a particular region, you will get the [[announcement]] &amp;quot;There is nothing to catch in the [region] swamps&amp;quot;, and designating a zone next to water in that region will show &amp;quot;0&amp;quot; for fishing.&lt;br /&gt;
&lt;br /&gt;
Fishing zones are also an effective way to temporarily disable all fishing without changing labor preferences, particularly if your fisheries already have trouble keeping up. Activate zone-only fishing as described above, and create a fishing zone. Then you can toggle the zone's active flag to control fishing. However, dwarves that had already made up their mind about it will still carry out a single fishing task.&lt;br /&gt;
&lt;br /&gt;
==Fish cleaning==&lt;br /&gt;
Freshly caught '''raw fish''' cannot be eaten; they must first be cleaned at a [[fishery]]. The presence of raw fish automatically triggers &amp;quot;Prepare a raw fish&amp;quot; to be queued up at the nearest fishery.  So long as you have enough [[fish cleaning|fish cleaners]] and [[fishery|fisheries]] to keep up with your fisherdwarves, fish cleaning should be an automated process. Raw fish is a classification in the [[stocks]] menu for fish that have yet to be cleaned, useful for seeing how backlogged the [[fishing industry]] is, or isn't.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting. A rule of thumb is to have twice as many fish cleaners as fishers, as fishers generally catch fish faster than cleaners can process them. To this effect, mature fortresses often have dedicated cooks/brewers/fish cleaners tasked to their food preparation areas. It is especially important to have [[barrel]]s and/or [[large pot]]s in stock if you have a fishing industry, as openly stored fish rot very quickly.&lt;br /&gt;
&lt;br /&gt;
Once a fish is cleaned, it is known as a &amp;quot;prepared&amp;quot; fish, and can be immediately eaten. Fish, both raw and prepared, can also be cooked into food at a [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
==Shells==&lt;br /&gt;
Animals with shells, like [[pond turtle]]s, will also leave behind their [[shell]]s, useful for the purposes of [[bone carving]] and appeasing [[strange mood|moody]] dwarves. Since cooking unprepared shelled creatures loses your shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s) until after the fish cleaner is done with them.   In addition to being used to create low value crafts and some passingly useful/sellable shell armor, ''every'' item type can be [[decoration|decorated]] with shells. Given that any halfway decent fishing industry in a location with [[mussel]]s or [[oyster]]s will keep a craftdwarf or five swimming in shells, this can be VERY lucrative. Setting up a few craftsdwarf workshops next to a dedicated shell stockpile near your kitchens with constant repeating orders of &amp;quot;decorate with shell&amp;quot; and assigning bone carving to all dwarves with spare time lets them quickly train bone carving to legendary levels, while delighting your dwarves as every statue, door, and sock they encounter is bedazzeled with shell images of shell items decorated with shells and guaranteeing that merchants will pay top dollar for your &amp;lt;s&amp;gt;useless junk covered in recycled kitchen trash&amp;lt;/s&amp;gt; masterful craftmanship.&lt;br /&gt;
&lt;br /&gt;
[[Pearl]]s are an as-of-yet unimplemented [[mussel]] and [[oyster]] product. Although you can tell your dwarves to decorate with pearl at a craftsdwarf's workshop, nothing will actually happen, as there are no pearls in the game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
You can buy processed fish at embark and from traders, in which case the key word is processed; they will always already be prepared, and will never require preparation or have a shell. Buying fish from [[caravan]]s is often a good idea if you do not have a strong fishing industry, as it adds to the dwarven diet variety, which is always a good thing.&lt;br /&gt;
&lt;br /&gt;
==Fish dissection==&lt;br /&gt;
Fisheries can also queue up a &amp;quot;capture a live fish&amp;quot; task; to fulfill this task a fisherdwarf will grab an [[animal trap]] and set it in the river, retrieving it when it catches something. Note that if no animal trap is available, the task will occupy the fishery forever, preventing its other functions from taking place. [[Captured live fish]] can serve as an attraction in an [[Cage|aquarium]], or be made into [[extract]]s with the &amp;quot;dissect a live fish&amp;quot; task at the fishery, using the [[fish dissection]] skill. In particular, dissected [[moghopper]]s yield five units of [[mog juice]], each worth 50☼, making it quite lucrative for something that would otherwise have served little more than a single meal.&lt;br /&gt;
&lt;br /&gt;
==Fish hunting==&lt;br /&gt;
Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, and appear as such on the [[Menu|unit list]], and must be [[butcher]]ed, producing dozens or, in the case of [[sperm whale|whales]], hundreds of meat products. Note that fish hunting is mostly an oceanic activity - rivers will only ever have occasional carp runs and the like.&lt;br /&gt;
&lt;br /&gt;
Advanced fortresses located near the [[ocean]], a [[lake]], or large and well-occupied sections of [[river]] may make use of a fishing-adapted [[drowning chamber]]: a large room lined with all sorts of traps into which water is allowed to filter through via [[Screw pump|water pump]] pressure. No creature knows of the evils of the chambers as do the [[Merperson|merpeople]], whose numbers were, in the past, constantly reduced by dwarves seeking their extremely valuable innards.&lt;br /&gt;
&lt;br /&gt;
Large fish can be caught in or killed by [[trap]]s located along the river bottom. The issue is setting the traps and retrieving their bodies for butchering, both tasks that require a dry riverbed; this means that you must dam or redirect river flow, build the traps, funnel it back through, and then have a way to quickly get rid of the water (probably with [[screw pump]]s) so your dwarves can drag them back to the butcher's shop. Such river control, as well as the construction of genocidal chambers, is a fairly complex engineering project.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
For the most part, the fishing industry is self-sustaining. Have some fishers, have some fisheries, and have some fish cleaners, and everything should run smoothly. However, a big part of fishing inefficiency is hauling the fish from the river to the table; solving this requires bringing the river closer to home, necessary for [[well]]s as well and potentially doubling or even tripling your production as dwarves can toss fish right into the nearest food stockpile.&lt;br /&gt;
&lt;br /&gt;
The largest challenge in the fishing industry is ensuring the safety of your fisherdwarves. When working outdoors, they are susceptible to [[ambush]]ers. The process of building an artificial river is out of the scope of this article, but creating an internal fishery is easy once you have the [[pressure]] worked out: simply [[channel]] down to your river, just like with a well, and build some [[floor grate]]s, as dwarves have no trouble fishing through them. Doing so removes the danger of being far from home in case of a potential siege or ambush and keeps your fisherdwarves happily inside at all times.&lt;br /&gt;
&lt;br /&gt;
==Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
{{Skill Block|skill=[[Fishing]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
  |E|    |C|#ccc|L|#ccc|&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|E||&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Live Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish cleaning|Fish&amp;lt;br&amp;gt;Cleaning]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|E|    |&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish dissection|Fish&amp;lt;br&amp;gt;Dissection]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#EEE|      |&lt;br /&gt;
  |E|    |C|#EEE|L|#EEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#EEE|T|#EEE|A|#EEE|Extracts for trading&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|L|#AEE|&lt;br /&gt;
  |      |A|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#AEE|C|#AEE|A|#AEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Shell&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{Item Block|title=Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|A|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Food industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Craft industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Thetdw2000</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_kea&amp;diff=235228</id>
		<title>Giant kea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_kea&amp;diff=235228"/>
		<updated>2018-02-23T01:30:10Z</updated>

		<summary type="html">&lt;p&gt;Thetdw2000: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 1 May 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|fat=11&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=18&lt;br /&gt;
|bone=24&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant kea''' are airborne infiltrators more than 200 times the size of normal pesky [[kea]]. They are incredibly dangerous animals, so much that they were the flying [[king of beasts]] for DF2012, contested only by the [[giant mosquito]] as of August 8th, 2012.  Their habit of going into your fort and stealing your stuff will mean these monsters will come right into contact with your dwarves and fight.  And do not expect a civilian, unarmored dwarf to win any of these fights.  Giant keas will kill your dwarves faster than you can say, &amp;quot;It's just a big parrot, what harm could it do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This animal is capable of stealing artifacts.&amp;lt;sup&amp;gt;[http://24.media.tumblr.com/tumblr_m6x9ohAAb41r1ahsco1_1280.png]&amp;lt;/sup&amp;gt; Additionally, they come in groups of 5-10. As such, they can quickly become your fort's top concern. They tend to fly away when targeted, but that won't stop them from returning to steal again later.&lt;br /&gt;
&lt;br /&gt;
Overall, these things can be a huge threat to a fortress.&lt;br /&gt;
&lt;br /&gt;
When [[butcher]]ed they leave behind useless [[feather]]s. Some dwarves [[preference|admire]] giant kea for their ''curiosity'' and ''intelligence''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Thetdw2000</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Giant_lion/raw&amp;diff=235210</id>
		<title>DF2014:Giant lion/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Giant_lion/raw&amp;diff=235210"/>
		<updated>2018-02-18T19:20:40Z</updated>

		<summary type="html">&lt;p&gt;Thetdw2000: updated raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|GIANT_LION}}&amp;lt;/noinclude&amp;gt;{{variation raw|DF2014:creature_large_tropical.txt|CREATURE|GIANT_LION|{{{1|}}}|DF2014:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|GIANT_LION}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thetdw2000</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234282</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=234282"/>
		<updated>2017-12-13T18:34:30Z</updated>

		<summary type="html">&lt;p&gt;Thetdw2000: /* News and Rumors */ fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].&lt;br /&gt;
&lt;br /&gt;
Only dwarven civilizations are playable by default, and to play as other civilizations requires [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal peoples===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
*{{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
*{{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
*{{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
*{{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
*{{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
*{{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
*{{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
*{{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*Dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
As of version 44.02, there exist 6 information screens: World, Missions, News and Rumors, People, Artifacts, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the Civilization/World Info menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
The missions view can be accessed by pressing {{k|m}} from the Civilization/World Info menu.&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be access from the Civilization/World Info menu by pressing {{k|n}}. The map displays moving dots, but this author didn't know the purpose at time of generating this stub.&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the Civilization/World Info menu.  It lists the recoverable missing citizens.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
The Artifact view can be accessed by pressing {{k|a}} from the Civilization/World Info menu. It lists all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization/World Info menu]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins.&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Thetdw2000</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steals_drink&amp;diff=234133</id>
		<title>Steals drink</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steals_drink&amp;diff=234133"/>
		<updated>2017-12-08T12:50:09Z</updated>

		<summary type="html">&lt;p&gt;Thetdw2000: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:56, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Creatures with the '''{{token|CURIOUSBEAST_GUZZLER}}''' [[DF2012:Creature_token#C|creature token]] will happily devour your [[alcohol]] stocks if given the chance. This can prove particularly [[fun]] when your newly-founded fort's entire alcohol supply is still sitting in the [[wagon (embark)|wagon]] topside.&lt;br /&gt;
&lt;br /&gt;
This property can also be used to capture certain creatures (such as [[grizzly bear]]s) by surrounding a small drink stockpile with [[cage]] traps.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Creatures who can steal drinks==&lt;br /&gt;
&lt;br /&gt;
The following creatures possess the {{token|CURIOUSBEAST_GUZZLER}} token.&lt;br /&gt;
&lt;br /&gt;
*[[Black bear]]s&lt;br /&gt;
**[[Black bear man|Black bear men]]&lt;br /&gt;
**[[Giant black bear]]s&lt;br /&gt;
*[[Dark gnome]]s&lt;br /&gt;
*[[Ettin]]s&lt;br /&gt;
*[[Giant]]s&lt;br /&gt;
*[[Giant mole]]s&lt;br /&gt;
*[[Giant rat]]s&lt;br /&gt;
*[[Large rat]]s&lt;br /&gt;
*[[Mountain gnome]]s&lt;br /&gt;
*[[Naked mole dog]]s&lt;br /&gt;
*[[Polar bear]]s&lt;br /&gt;
**[[Polar bear man|Polar bear men]]&lt;br /&gt;
**[[Giant polar bear]]s&lt;br /&gt;
*[[Sloth bear]]s&lt;br /&gt;
**[[Sloth bear man|Sloth bear men]]&lt;br /&gt;
**[[Giant sloth bear]]s&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = risid ór | elvish = tafizè vafice | goblin = uksos dôrku | human = icev dirlu}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Thetdw2000</name></author>
	</entry>
</feed>