http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Mrdudeguy&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T15:00:53ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Current_events&diff=159864Dwarf Fortress Wiki:Current events2012-02-14T11:53:32Z<p>Mrdudeguy: new release</p>
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<div>== Version 0.34.01 ==<br />
New version is out guys, its research time.--[[User:Mrdudeguy|Mrdudeguy]] 11:53, 14 February 2012 (UTC)<br />
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==[http://new.df.magmawiki.com New engine]==<br />
Possibly might have been nice to put some comments here about the new engine. I hope I'm not just talking to ghosts.<br />
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For all it's technical issues - it is very easy to find out how to do things using mediawiki, because, there's that great big mediawiki people can go look at when they need to work something out.<br />
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Secondly, I am finding the look of the "new" wiki... hard do read. Possibly the default "skin" is a crock of shit? (Are you doing your work using the default skin? If not - isn't that a hint?)<br />
Thirdly, I tried to sign up. Still no response?<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 06:05, 28 February 2010 (UTC)<br />
:I honestly did not expect the number of people playing around with the new wiki engine as there has been. So, you're not talking to ghosts, and this wiki will remain primary and editable for quite a while still (probably until sometime after the new release). I'm still working on enabling functionality in the WYSIWYG editor on the new wiki, which will hopefully make it easier to use. As a random aside, the new wiki is a bit harder to use for people who are used to mediawiki, but significantly easier to use for people who have never used a wiki before in their lives. If you don't like the new skin, feel free to modify it. I just played with it a little bit - the community modifiable css file is at http://new.df.magmawiki.com/*css . I deleted your user account just now, as I'm not sure what broke with it. I'll look into logs, feel free to recreate it :V. --[[User:Briess|Briess]] 06:52, 28 February 2010 (UTC)<br />
::The side margin is currently huge - much less space to work with, will stretch articles way down. (Nice graphic of the kitten butcher - puts the "b" back in "subtle".) Maybe we should set up a specific page where people can discuss this, if any are interested? --[[User:Albedo|Albedo]] 07:09, 28 February 2010 (UTC)<br />
:::I shrunk the side margin quite a bit just now. Let's see how that works. Discussion is fine by me. --[[User:Briess|Briess]] 07:23, 28 February 2010 (UTC)<br />
::::Well, apparently there are a few other missing features that were advertised as implemented, namely including templates and redirects. Because of this, I'm going to go ahead and shut down the alt site here unless anyone raises any objections here in the next 24 hours or so. --[[User:Briess|Briess]] 13:17, 28 February 2010 (UTC)<br />
:::::By 'alt site' you're referring to the wagn, right? It seems like careful use of "forms" can reproduce a bit of the functionality of wiki templates, but it's going to be much more complicated and it's not going to be as powerful. [[User:VengefulDonut|VengefulDonut]] 13:53, 28 February 2010 (UTC)<br />
:::::While i am still having a few problems with the new wiki engine i see much potential in it. I think many useful template-like cards can be made and it seems to be highly configurable. --[[User:Pugi|Pugi]] 14:14, 28 February 2010 (UTC)<br />
::::::I am indeed referring to the wagn. I'll leave it up for experimentation then. --[[User:Briess|Briess]] 15:30, 28 February 2010 (UTC)<br />
:::::::Also note that at least [[User:Briess|Briess]] and [[User:Pugi|I]] are in the IRC in [irc://irc.newnet.net/bay12games #bay12games] on newnet.net and [irc://irc.quakenet.org/dwarffortress #dwarffortress] on quakenet.org most of the time for a more direct form of communication about various wiki discussions. --[[User:Pugi|Pugi]] 11:41, 1 March 2010 (UTC)<br />
:I just read a "comment" on the new site, as follows...<br />
This page needs the table from the old wiki. ... I may do it myself eventually, <br />
but for now I am just throwing up articles as fast as possible...<br />
:If we're talking about a new approach to versions, pages, etc, is this ''really'' the right time to double our workload? More, if we have to learn a new code? (Or, two, in my case, ahem.) What exactly are the goals we are hoping to achieve with the wagn engine? I think Briess mentioned "easier for a new User to learn" - do we not have enough users editing now? Many current users are editing because they know the code from other Wiki's - if "everyone" has to learn it anew, new or not, will there be "more" than now? (And this doesn't address the issue of appearance, which I'm still deciding on.)--[[User:Albedo|Albedo]] 12:31, 2 March 2010 (UTC)<br />
::<s>I can not state how strongly I feel that this is not a good idea. We do not need to move to another entirely different type of wiki especially when we have a new version being released. In all honesty if this wiki isn't going to exist and it will move to a more inferior version then I'm not going to be a part of it. Not to make it sound like a "threat" but MANY other games function extremely well using wikia.com to host their wiki. If Briess intends to let this wiki die and insists on another wiki software then I'm going to work on starting up a new wiki. Because all the talk on the new wiki seems to imply that the goal is to use that software, I set up DF wiki on Wikia.com. I don't intend to develop it, but will go that route if this wiki is going to disappear. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 14:58, 4 March 2010 (UTC)</s><br />
:::You fail to read. "Well, apparently there are a few other missing features that were advertised as implemented, namely including templates and redirects. Because of this, I'm going to go ahead and shut down the alt site here unless anyone raises any objections here in the next 24 hours or so. --Briess 13:17, 28 February 2010 (UTC)" --[[User:Briess|Briess]] 16:30, 4 March 2010 (UTC)<br />
::::I'm glad to hear it. I attempted to read through the stuff on the wiki and it seemed like the large amount of contributions there including coping content contradicted your statement (because it wasn't closed 24 hours from then).<br />
::::(I had some discussion with briess over this on [[IRC]] and the reason for the wanted change is, as he said, the horrible stability of the mediawiki engine. But the move to the wagn eninge will probably also not happen, as two main promised features (templates and redirects) are not available in on that engine. And briess and me were both agreeing that at least templates are a must for the Dwarf Fortress wiki. And i also suggested wikia as another candidate but according to briess it is worse than mediawiki. So if you have any ideas on how to stabilize/optimize this mediawiki wiki or have any other wiki engine advice feel free to tell them.) I wanted to post this 10-20 minutes ago but then the wiki crashed again... luckily i quickly copied it after it took such a long time to save the page. So much to mediawiki stability :D --[[User:Pugi|Pugi]] 16:33, 4 March 2010 (UTC)<br />
:::::Actually, wikia isn't its own wiki engine - it's just a modified version of MediaWiki (case in point: [http://metroid.wikia.com/wiki/Special:Version Special:Version] on a randomly selected Wikia site). --[[User:Quietust|Quietust]] 22:51, 4 March 2010 (UTC)<br />
::::::Wikia isn't a great place to host a wiki like this anyway. They require essentially all content on there to be licensed CC-BY-SA, and some of the stuff, some of the art especially, might not be good with that. Better just to stay away from them. [[Special:Contributions/97.104.167.109|97.104.167.109]] 19:29, 13 March 2010 (UTC)<br />
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==Request for Adminship==<br />
[[Dwarf Fortress Wiki:Request for Adminship]]<br />
* I want to find additional admin(s) for this wiki. If you think you'd be a good admin, post here and get community consensus behind your adminship electionism stuff and whatnot. --[[User:Briess|Briess]] 09:10, 9 February 2010 (UTC)<br />
** What does it take to be a good Dwarf Fortress Wiki admin? What does an admin do? And which skills are required to do it? --[[User:Nahno|Nahno]] 17:39, 13 February 2010 (UTC)<br />
***This. What is an admin's job here? --[[User:SenorPwnage|Señor Pwnage]] 03:49, 17 February 2010 (UTC)<br />
****Basically, a wiki admin will help me track down and block spammers, clean up articles, and otherwise helps shape policy and encourage activity. An admin doesn't have the right to go out and be a douche, nor do they have the right to say "I'm an admin, thus my article edits are better" nor "I'm an admin, do as I say". Hopefully that makes some sense. --[[User:Briess|Briess]]<br />
** As conceited as it sounds, I'd like to put myself in the running for this position. I've administrated a wiki before, and tend to check back in here a lot anyway, and can catch a lot of what goes on. --[[User:Aescula|Aescula]] 20:41, 16 February 2010 (UTC)<br />
** I'll toss my hat in the ring. Haven't officially logged on in a while - been posting as [[User:75.62.155.145]]. I've got a mess of articles and rewrites to my name, and have been unofficially steering folk along DF Wiki philosophical lines, but I'll have to learn some of the "behind the scenes" wiki code.--[[User:Albedo|Albedo]] 09:51, 18 February 2010 (UTC)<br />
** Let's make an official way to do this, create a subpage of this requests for adminship page (IE, [[Dwarf Fortress Wiki:Request for Adminship/Albedo]] and fill out a template that I'm about to make --[[User:Briess|Briess]] 09:59, 18 February 2010 (UTC)<br />
** 'All users are encouraged to vote on adminship requests'. How exactly does one vote for a particular user? <br />
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*The wiki has a new owner. <s>His first act was to add advertisements to profit off of our volunteer labor</s>. [[User:VengefulDonut|VengefulDonut]] 20:09, 15 September 2009 (UTC)<br />
** THE ADVERTISEMENTS MUST FLOW! actually, I just moved them from the bottom to the side because the bottom stuff was breaking some of the layout code. [[User:Briess|Briess]] 20:36, 15 September 2009 (UTC)<br />
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*Another discussion regarding general style and philosophy of the wiki, at [[Dwarf Fortress Wiki talk:Community Portal#We_spoil._Do_we_spoil_too_much.3F_Do_we_detail_pointlessly.3F|Dwarf Fortress Wiki talk:Community Portal]], asking whether or not much of our detail is pointless. --[[User:Savok|Savok]] 02:21, 10 September 2009 (UTC)<br />
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*Screenshots! Take interesting screenshots of parts of your fortress. Upload them to the wiki. Put them [[template talk:sg|here]] and see them on the main page. [[User:VengefulDonut|VengefulDonut]] 12:19, 11 June 2009 (UTC)<br />
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*There is currently a discussion regarding the general style and philosophy of this wiki, of "what deserves its own page" on the [[Talk:Main Page]]. Any and all are welcome to chime in.--[[User:Albedo|Albedo]] 05:34, 22 May 2009 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Duck&diff=154722v0.31:Duck2011-11-12T11:36:26Z<p>Mrdudeguy: did you know that Drakes do not breath fire?</p>
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<div>{{quality|Exceptional|20:31, 30 August 2011 (UTC)}}<br />
{{Creaturelookup/0<br />
|bone=<br />
|meat=0-2<br />
|fat=<br />
|skull=1<br />
|horn=<br />
|hoof=<br />
|lung=<br />
|intestine=<br />
|spleen=<br />
|kidney=<br />
|eye=<br />
|brain=<br />
|heart=<br />
|liver=<br />
|tripe=<br />
|sweetbread=<br />
|skin=<br />
|contrib=no}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
A duck is a small {{L|domestic animal|domestic bird}}. A male of the species is known as a "drake", and the young are known as "ducklings". It is one of the few domestic birds that can also be found as a wild population in the correct {{L|biome}}.<br />
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Ducks are the smallest of the common domestic poultry, so small that they need not be {{L|butchery|butchered}}, and indeed cannot be. They take two years to grow to full size, and have a relatively short lifespan. These qualities make raising ducks a poor choice for a {{L|meat industry}}. However, on average, ducks lay the second most eggs of any domestic bird (8-13, exceeded only by {{L|turkey}}s' 10-14), and, like all domestic poultry, grow to adulthood in one year, making them a decent choice for {{L|egg production}}.<br />
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Drakes do not breath fire, unlike their dragon brethren.<br />
== See also ==<br />
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* {{L|Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry}}<br />
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{{Gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Metamorphic_layer&diff=131536v0.31:Metamorphic layer2010-11-14T00:37:51Z<p>Mrdudeguy: added short summary about metamorphic rocks</p>
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<div>{{av}}<br />
{{Quality|Fine}}<br />
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While metamorphic rock has several unique and valuable [[gems]], this layer lacks any ores of [[iron]] and provides only [[marble]] to act as [[flux]] stone to make [[steel]]. <br />
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==Metamorphic layers==<br />
{{Layerlookup/layers|METAMORPHIC}}<br />
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==Stone found in metamorphic layers==<br />
{{Layerlookup/stones|METAMORPHIC}}<br />
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==Gems found in metamorphic layers==<br />
{{Layerlookup/gems|METAMORPHIC}}<br />
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<small>* See also: {{l|stone found everywhere}}</small><br />
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{{category|stone Layers}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&diff=131535v0.31:Tetrahedrite2010-11-14T00:36:26Z<p>Mrdudeguy: short note about making billion</p>
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<div>{{stonelookup/0}}{{av}}{{Quality|Exceptional}}<br />
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'''Tetrahedrite''' is an ore of both {{L|copper}} and {{L|silver}}. {{l|Smelter|Smelting}} tetrahedrite will always produce a copper {{l|bar}} and has an additional 20% chance of producing a silver bar. <br />
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Tetrahedrite can be used in all reactions requiring a copper ore, but will only be used as ''silver'' ore if no other silver ores are available. Two tetrahedrite ores can be smelted together to make two {{l|billon}} bars if (and only if) you have no other silver ores, or have [[forbidden]] them.<br />
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{{gamedata}}<br />
{{stones}}<br />
{{Category|Ore}}<br />
{{Category|Economic Stone}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Yeti&diff=130633v0.31:Yeti2010-11-04T00:16:15Z<p>Mrdudeguy: you forgot something</p>
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<div>{{quality|Fine|19:35, 11 October 2010 (UTC)}}<br />
{{D for Dwarf}}<br />
{{CreatureInfo v0.31<br />
|name=Yeti<br />
|symbol=Y|color=7:0:1<br />
|align=savage<br />
|biome=<br />
* {{L|Mountain}}<br />
* {{L|Glacier}}<br />
* {{L|Tundra}}<br />
|meat=31<br />
|fat=18<br />
|lung=2<br />
|spleen=1<br />
|kidney=2<br />
|brain=1<br />
|heart=1<br />
|liver=1<br />
|tripe=1<br />
|intestines=1<br />
|sweetbread=1<br />
|bones=32<br />
|skulls=1<br />
|skin=hide<br />
|contrib=no<br />
|valm=3<br />
}}<br />
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{{av}}<br />
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:''A large ape-like creature with white fur, found in the snowy wilds.''<br />
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Though many take the Yeti to be violent, demented beasts, some have been tamed (with great difficulty) and even integrated into dwarven society. This can be attributed to their joyful and cheery nature; often they can be seen playfully tipping over workshops and 'accidentally' crushing anyone working within. Many dwarves admire this warped sense of humour and the Yeti's obvious love of beer, wine and spirits.<br />
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{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Creatures}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Crutch&diff=130622v0.31:Crutch2010-11-03T21:44:54Z<p>Mrdudeguy: ill put in the bugs/ quality later</p>
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<div>{{av}}<br />
{{buggy|bugsection=Bugs}}<br />
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Crutches are used by {{l|dwarf|dwarves}} to move around with broken or missing legs. They're made out of one {{l|wood}} log at the {{l|carpenter's workshop}} or one metal bar at a forge.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Outpost_liaison&diff=130397v0.31:Outpost liaison2010-10-29T18:34:02Z<p>Mrdudeguy: page is no longer tattered</p>
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<div>{{quality|Fine|08:00, 22 May 2010 (UTC)}}<br />
{{av}}<br />
{{Noble<br />
| noble= Outpost Liaison<br />
| office= Throne Room<br />
| quarters= Great Bedroom<br />
| dining= Great Dining Room<br />
| tomb= Tomb<br />
| stands=2<br />
| racks=2<br />
| chests=3<br />
| cabinets=2<br />
}}<br />
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The '''Outpost Liaison''' is a {{L|noble}} position occupied by a dwarf from your civilization's capital. The outpost liaison visits your fortress along with each {{L|Trade|caravan}} and establishes trade agreements; in addition, once your fortress reaches certain requirements, the outpost liaison will allow you to appoint a {{L|baron}} (and subsequently upgrade to a {{L|count}} and then {{L|duke}}).<br />
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Once the {{L|King}} arrives, the outpost liaison will cease to visit your fortress - in previous versions, this was justified by the outpost liaison joining your fortress as the "advisor" noble, but this no longer seems to happen.<br />
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==See Also==<br />
* {{L|Liaison}}<br />
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{{Nobles}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=User_talk:Quietust&diff=130395User talk:Quietust2010-10-29T18:31:44Z<p>Mrdudeguy: </p>
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<div>{| cellspacing="0" cellpadding="3" border="0" align="center" style="background-color:#ead"<br />
|-<br />
!Instructions for a Pleasant Talk Experience<br />
|-<br />
|In the interest of keeping discussions in one place:<br />
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.<br />
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. "===Subject===", 3 equals signs). As with above, I will keep my replies here on this page.<br />
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.<br />
|}<br />
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==Comments==<br />
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the "[[#Reply Notification|Reply Notification]]" section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&action=edit&section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).<br />
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=== Arsenal Dwarf ===<br />
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I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have "a world that was generated in an old version" unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)<br />
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)<br />
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=== Javascript ===<br />
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We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 23:15, 21 September 2010 (UTC)<br />
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=== Quality Tags ===<br />
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Are you sure? ;D [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 23:17, 21 September 2010 (UTC)<br />
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)<br />
::<3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 23:20, 21 September 2010 (UTC)<br />
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)<br />
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to "attend" them. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 23:25, 21 September 2010 (UTC)<br />
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=== Three random things ===<br />
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(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&curid=10494&diff=127284&oldid=127282 this] edit had a detailed edit summary but didn't change the page size. Turned out that, by fluke, you'd removed exactly as many characters as you'd added.<br />
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread. Not meaning to hassle, just wasn't sure if you'd seen it.<br />
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering. Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever). I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called "total edible" or whatever, that would automatically sum all the edible components? I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.<br />
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)<br />
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy. Doubtful that horses would yield 32 food while dogs yield 37. [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)<br />
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=== Talkback ===<br />
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=== Adminship ===<br />
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]]. I was frankly surprised you weren't an admin already. Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals. Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 03:09, 31 July 2010 (UTC)<br />
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)<br />
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop. I was the first person to nominate themselves and now we have several who have done so. The link I had above was broken, I've fixed it, take a look at it. Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 05:06, 31 July 2010 (UTC)<br />
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 18:39, 7 August 2010 (UTC)<br />
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)<br />
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=== Talk page for Goblinite ===<br />
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)<br />
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=== Regarding Spam Bots ===<br />
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[user:Emi|<span style="color:#8a4e4e">Emi</span>]] [[user_talk:Emi|<span style="color:#6a3e4e">[T]</span>]] 10:29, 15 June 2010 (UTC) <br />
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<br />
===Biome Table===<br />
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).<br />
<br />
Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)<br />
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===Gamedata===<br />
You. rock. Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)<br />
<br />
:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)<br />
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)<br />
<br />
:Here's an idea:<br />
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)<br />
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name->ID and name->raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like <nowiki>{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}</nowiki>. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)<br />
<br />
:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)<br />
::::Clearly, the "file" lookup should be kept; however, I figure the "id" lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the "file lookup" template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)<br />
:<nowiki>{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}</nowiki><br />
:<nowiki>{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}</nowiki><br />
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)<br />
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)<br />
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)<br />
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)<br />
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping "Creature id lookup" and rewriting "Creature file lookup")? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the <nowiki><noinclude>'d</nowiki> formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)<br />
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:<br />
<nowiki>{{creaturesomething|creature}}<noinclude>{{creaturerawcat|creature}}</noinclude></nowiki><br />
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain <nowiki>{{category|raw pages}}</nowiki> for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)<br />
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the "Raws" box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside <nowiki><noinclude></noinclude></nowiki> tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)<br />
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)<br />
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]<br />
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)<br />
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)<br />
<br />
===Good idea===<br />
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)<br />
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)<br />
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)<br />
<br />
=== Bituminous coal ===<br />
<br />
Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)<br />
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===Raws===<br />
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)<br />
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)<br />
<br />
===Template:23a Metal===<br />
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. <br />
--[[User:Soy|Soy]]<sup><small>([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])</small></sup> 15:29, 21 April 2010 (UTC)<br />
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)<br />
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add <nowiki>{{Category|Metals}} and {{Category|Ore}}</nowiki> respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]<sup><small>([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])</small></sup> 18:14, 21 April 2010 (UTC)<br />
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by "those two templates", should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)<br />
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]<sup><small>([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])</small></sup> 18:44, 21 April 2010 (UTC)<br />
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is "Template" and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)<br />
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]<sup><small>([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])</small></sup> 19:24, 21 April 2010 (UTC)<br />
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with <nowiki>{{#ifeq:{{NAMESPACE}}:Template||...}}</nowiki>. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)<br />
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]<sup><small>([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])</small></sup> 19:49, 21 April 2010 (UTC)<br />
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===bar vs bars===<br />
<br />
It doesn't matter that they're called "bars" in game, since the style guide dictates singular forms <br />
Yes, as the correct game term it does matter, and no, the style guide doesn't "dictate" that. It specifically says ''"Exceptions are proper nouns and terms that are always plural"'' - and there is no metal "bar" in the game. And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as "plate armor" was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both "bar" and "bars" are metal, and anything else is either, ''specifically'', "vertical bars" or "floor bars".--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)<br />
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===40d:obsidian===<br />
<br />
I'm pretty sure you meant to be looking at the DF2010 version of this article<br />
<facepalm> Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)<br />
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===speciality===<br />
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) <br />
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===Non-Newtonian Fluids===<br />
<br />
To further expound on my edit comments:<br><br />
<br />
For a fluid to be non-Newtonian, one of three things must be true:<br><br />
<br />
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)<br><br />
OR<br><br />
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)<br><br />
OR<br><br />
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)<br><br />
<br />
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid. And suspensions are always non-Newtonian.<br><br />
<br />
All the best.<br />
<br />
===Gamedata===<br />
<br />
How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)<br />
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)<br />
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)<br />
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===Namespace Searches===<br />
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings. You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)<br />
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)<br />
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===Alluvial is not soil===<br />
<br />
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)<br />
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===Slade / Demonic fortresses===<br />
<br />
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page ("Slade walls cannot be dug into. However, slade floors can.") it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)<br />
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)<br />
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)<br />
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===Code stuff===<br />
Not necessarily. I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase. My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)<br />
===Fun -> #REDIRECT [[cv:Fun]]===<br />
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)<br />
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)<br />
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===Bot Programming===<br />
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)<br />
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)<br />
===Magma temp===<br />
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?<br />
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)<br />
===Archive===<br />
I do not have a db dump from that time. Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)<br />
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the "Edit" pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)<br />
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===Tilesets===<br />
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)<br />
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===Workshop Pictures===<br />
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)<br />
<br />
===chevron/caret===<br />
chevron is << or >>; ^ is a caret<br />
This is minor, but wanted to bounce it off you. A "caret" is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway. A "chevron" is either "^" or "v" - a sergeant's stripes are "chevrons". (Not sure where you get your horizontal form from.) I think "chevron" is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)<br />
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)<br />
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com]. It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are "chevrons", and they can point up or down (country/era dependent), and the majority of heraldic uses are "up".<br />[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: "chevron"]<br />http://en.wikipedia.org/wiki/Chevron_%28insignia%29<br />http://www.merriam-webster.com/dictionary/caret (read again - "caret" is context specific. Also, how many DF uses would know the technical ASCII name?)<br />I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)<br />
<br />
===Decorations===<br />
Care to explain how I made this?<br />
<br />
[[Image:Irongauntlet.png]]<br />
<br />
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)<br />
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)<br />
<br />
===Defense Design===<br />
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)<br />
<br />
===Formatting===<br />
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)<br />
<br />
===booze hauling===<br />
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily "idle" and also closest. They ''do'' tend to flash "idle" for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)<br />
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job "Store Item in Stockpile", something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)<br />
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)<br />
<br />
===statues===<br />
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)<br />
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)<br />
::No, that would be "possible", not "more efficient". Q is thinking that it's because the value is the same, for both ore/alloy and metal. He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too. But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore. (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)<br />
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)<br />
<br />
===salt water===<br />
the above paragraph already explains how to verify whether or not it is drinkable)<br />
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant "how to", but "make sure you do". The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)<br />
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)<br />
<br />
===Alluvial vs soil===<br />
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)<br />
<br />
===crop table===<br />
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)<br />
<br />
===no soap?===<br />
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought "No, so no sand = no flasks = no lab = no soap" - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)<br />
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)<br />
<br />
===Aluminum===<br />
Holy crap! That aluminum=platinum is huge! I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.) Is there any way we can make this bigger? Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009<br />
<br />
===Purple Materials===<br />
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)<br />
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)<br />
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)<br />
<br />
===Actual character===<br />
Quietust (Talk | contribs) (actual character)<br />
Actually, there is no single "actual character" for a bottomless pit - there are two "default" sets of icons for vanilla DF, the ascii and the included tile set. The character I get is like a very thick capital O, but a little boxy. It's certainly not a "o". --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)<br />
<br />
==Bot Requests==<br />
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.<br />
===Renaming quality ratings===<br />
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)<br />
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)<br />
<br />
===Fixing Cv: alias redirects===<br />
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)<br />
*That should be fairly straightforward (for each page, open "pagename" for editing, check for string "#REDIRECT" and abort if absent, check for string "[[cv:" and abort if absent, check for string "<nowiki>[[cv:pagename]]</nowiki>" and abort if present, then replace page contents with "#REDIRECT <nowiki>[[cv:pagename]]</nowiki>" and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)<br />
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)<br />
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)<br />
::::I'll have it running as soon as I finish changing the "40d Talk" redirects to "CV Talk" as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)<br />
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)<br />
<br />
===Mainspace 40d redirects===<br />
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)<br />
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)<br />
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)<br />
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)<br />
<br />
===Broken Redirects===<br />
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it? That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)<br />
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)<br />
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)<br />
<br />
===Misc===<br />
:Please do so. All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)<br />
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)<br />
:::I'll try to add your bot to a bot usergroup. There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)<br />
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)<br />
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)<br />
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)<br />
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)<br />
<br />
Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the "new" page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)<br />
:I moved it back to its "broken" title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)<br />
<br />
:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)<br />
<br />
=== Outpost Liasion ===<br />
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=User:Mrdudeguy&diff=130367User:Mrdudeguy2010-10-29T01:46:45Z<p>Mrdudeguy: </p>
<hr />
<div>Hey guys I'm getting back into the game. Ill be sure to post any interesting stories.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Negotiator&diff=130366v0.31:Negotiator2010-10-29T01:42:08Z<p>Mrdudeguy: Redirected page to DF2010:Social skill</p>
<hr />
<div>#REDIRECT [[DF2010:Social skill]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Pacifier&diff=130365v0.31:Pacifier2010-10-29T01:41:50Z<p>Mrdudeguy: Redirected page to DF2010:Social skill</p>
<hr />
<div>#REDIRECT [[DF2010:Social skill]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Intimidator&diff=130364v0.31:Intimidator2010-10-29T01:41:17Z<p>Mrdudeguy: Redirected page to DF2010:Social skill</p>
<hr />
<div>#REDIRECT [[DF2010:Social skill]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Relationship&diff=130363v0.31:Relationship2010-10-29T01:36:07Z<p>Mrdudeguy: copy from 40d</p>
<hr />
<div>{{av}}{{Quality|Exceptional}}<br />
{{L|Dwarves}} (gods, animals) can have '''relationships''' with each other. This can be viewed by looking at a dwarf's {{L|profile}}. Making and talking to friends gives happy {{L|thought}}s while the death of a {{L|pet}}, friend, {{L|children|child}} or {{L|marriage|spouse}} gives unhappy ones. <br />
<br />
Relationships are usually formed by spending time with another dwarf. Often, the strongest relationship are between dwarfs from the same {{L|migrant}} wave, despite time spent with dwarves from other waves.<br />
<br />
The following is a list of known relationships:<br />
<br />
*'''Passing Acquaintance''' <br />
*'''Long-term Acquaintance'''<br />
*{{L|Friend}}<br />
*'''Lover'''<br />
*'''Spouse''' (see also {{L|marriage}})<br />
*'''Parent''' (see also {{L|child}})<br />
*{{L|Child}}<br />
*'''Sibling''' (see also {{L|child}})<br />
*{{L|Grudge}}<br />
*{{L|Deity}}<br />
<br />
<br />
----<br />
<br />
'''Comments:''' <br />
<br />
'''Spouses''' can have '''children''' with each other.<br />
<br />
A '''lover''' is like a spouse, although the pair is not {{L|marriage|married}} and do not share {{L|bed}}s. It is unknown if they produce children or not (or if that eventuality causes the marriage.) Dwarfs seem to be monogamous both as married and non-married couples.<br />
<br />
'''Sibling''': if a married couple happens to have multiple children, the relationships between them will be marked as "Older/Younger Sister/Brother"<br />
<br />
There are several additional special relationship listed for the {{L|king}}/queen and their {{L|King consort|consort}} and {{L|advisor}}. The dwarves listed in these relationships are not present in the {{L|fortress}}.<br />
*Uncle/Aunt<br />
*Cousin<br />
*Paternal & Maternal Grandparents<br />
<br />
==Influences==<br />
It is unknown whether {{L|skill}}s such as {{L|broker skills|conversationalist}}, {{L|intimidator}}, {{L|pacifier}}, {{L|comedian}}, {{L|negotiator}}, {{L|flatterer}}, {{L|consoler}}, {{L|persuader}}, or {{L|judge of intent}} play a role in relationships, but is suspected that dwarves with vastly different {{L|personality|personalities}} (such as a confident, selfless person vs a nervous-but-arrogant one) will form grudges, while dwarves with similar personalities will form friendships, or even become lovers.<br />
<br />
It seems that if a pair of dwarves have a grudge against each other, if Dwarf A is married and decides to throw a party, Dwarf B will not attend.<br />
<br />
{{Category|Dwarves}}<br />
{{Category|Thoughts}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Relationship&diff=130362v0.31 Talk:Relationship2010-10-29T01:33:44Z<p>Mrdudeguy: explained copy from previous version</p>
<hr />
<div>I don't think this feature has been changed in DF2010 I am copying the 40d article into this one.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Fat&diff=130361v0.31:Fat2010-10-29T01:31:50Z<p>Mrdudeguy: it can be cooked too</p>
<hr />
<div>{{av}}{{Quality|Fine}}<br />
<br />
Fat is obtained by {{L|Butcher's shop|butchering}} an animal.<br />
<br />
It can be rendered into {{L|tallow}} in a {{L|kitchen}}. {{L|Tallow}} is used in the production of {{L|soap}} or can be [[cook]]ed into meals.<br />
<br />
Previously a whole stack of fat was processed per job. Now each process fat job processes a single item from the stack, not the entire stack.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Outpost_liaison&diff=130360v0.31:Outpost liaison2010-10-29T01:24:34Z<p>Mrdudeguy: redirect to relevent page</p>
<hr />
<div>#REDIRECT [[Trading]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Outpost_liaison&diff=130359v0.31 Talk:Outpost liaison2010-10-29T01:23:39Z<p>Mrdudeguy: explaning redirect</p>
<hr />
<div>If this is just the Liaison that comes each year from each civ then this page should redirect to Trade.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Tax_collector&diff=130358v0.31:Tax collector2010-10-29T01:09:12Z<p>Mrdudeguy: Until the economy is implemented leaving these pages as stubs are fine</p>
<hr />
<div>{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}<br />
<br />
In previous versions the arrival of the Tax collector and [[Baron]] would signal the beginning of the [[Dwarven economy]], a feature that is disabled in DF2010. [[Toady One]] has stated that the Dwarven economy may return after sweeping changes are made.<br />
<br />
<br />
{{Noble<br />
| noble= Tax Collector<br />
| office= Office<br />
| quarters= Modest Quarters<br />
| dining= Modest Dining Room<br />
| stands=1<br />
| racks=1<br />
| chests=2<br />
| cabinets=1<br />
}}<br />
<br />
<br />
{{Nobles}}<br />
{{Category|Entourage}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tunnel&diff=130357v0.31 Talk:Tunnel2010-10-29T01:01:58Z<p>Mrdudeguy: Has anyone seen one of these?</p>
<hr />
<div>Do these occur in DF2010? If not this page should just be a stub to check out previous features</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Leader&diff=130356v0.31:Leader2010-10-29T00:59:36Z<p>Mrdudeguy: added links and breifly explaned use.</p>
<hr />
<div>{{quality|Tattered|21:02, 17 August 2010 (UTC)}}{{av}}<br />
<br />
{{Category|Nobles}}<br />
<br />
This is a Military Skill. All Squadleaders (Commander, [[Captains]] and the [[Hammerer]]) will learn it slowly. [[Toady One]] stated in a Fortress talk that it is used when a dwarf tries to teach another dwarf a [[skill]] through a lecture. It is currently only used to train [[weapon]] skills.<br />
<br />
{{Skills}}<br />
{{Category|Skills}}<br />
{{Category|Noble Skills}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dwarven_economy&diff=130355v0.31 Talk:Dwarven economy2010-10-29T00:54:17Z<p>Mrdudeguy: explained page reduction</p>
<hr />
<div>Is the economy still present in DF2010? It did not appear (for me) when the baron was appointed.<br />
:I'm curious about this as well, and what the process is. I'm a newcomer to DF but it sounds like DF2010 added a lot more player choice with respect to the leadership nobility. The toggle is definitely still in the init though.<br />
::Toady said he doesn't think it'll turn on. I'll put that in the article. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 20:56, 5 August 2010 (UTC)<br />
<br />
== My recent edit (Delete this section once page is properly updated) ==<br />
<br />
I just want to say for the record that I "Broke" the quality rating intentionally, as what I put in is technically NOT what this page is meant to be about, just where to go for the old and possibly outdated info and how to disable the economy. [[User:Rifri98a|Rifri98a]] 22:27, 12 May 2010 (UTC)<br />
<br />
<br />
== New Professions ==<br />
i remember toady mention that the new professions weren't optimized for economy, so health care jobs aren't payed anything, etc.<br />
<br />
== Recent page reduction ==<br />
This page is fine as a stub until the feature is implemented in DF2010. If people are interested in how it used to work they can go to the archive pages.--[[User:Mrdudeguy|Mrdudeguy]] 00:54, 29 October 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_economy&diff=130354v0.31:Dwarven economy2010-10-29T00:49:18Z<p>Mrdudeguy: Deleted long pointless rant with bad grammer about feature from previous build.</p>
<hr />
<div>{{quality|Fine|19:17, 16 June 2010 (UTC) (UTC)}}{{AV}}<br />
<br />
In DF2010 the economy does not activate anymore. [[Toady One]] has stated that it may come back in after sweeping changes are made to make it less broken.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Chasm&diff=130352v0.31:Chasm2010-10-29T00:40:58Z<p>Mrdudeguy: made more formal changed quality</p>
<hr />
<div>{{quality|Fine|05:51, 14 October 2010 (UTC)}}{{av}} <br />
<br />
Bottomless chasms as a geographical feature no longer exist in DF2010. However, a chasm {{L|biome}} exists in the form of a [SUBTERRANEAN_CHASM] tag in the {{L|raw file|raws}}. This tag seems to imply the spawning of creatures in non-water parts of the {{L|cavern}}s, as opposed to the [SUBTERRANEAN_WATER] tag.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Body_token&diff=130351v0.31:Body token2010-10-29T00:36:27Z<p>Mrdudeguy: </p>
<hr />
<div>{{AV}}<br />
{{Quality|Tattered|08:43, 18 June 2010 (UTC)}}<br />
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure. There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).<br />
<br />
A creature uses the [[creature tokens#B|BODY creature token]] to list all of the body templates it includes. Each part listed in each template is then included in the creature. In other words: a creature lists the ''body templates'' it is made of. Each ''body template'' contains a set of ''body parts''. Each ''body part'' specifies which other body part it is attached to.<br />
<br />
Body parts can connect specifically to another body part, or generally to any body part of a certain category. These connections are handled by the CON and CONTYPE body part tokens respectively.<br />
<br />
Body parts can be renamed with a bodygloss, allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#999999"<br />
! Token<br />
! Arguments<br />
! Description<br />
<br />
|-<br />
| BP<br />
|<br />
*ID<br />
*name<br />
*pluralized name<br />
| "STP stands for "Standard Plural" and it just adds an 's' to the singular word to save some typing. If you don't add something in that slot, the body part won't even load." --Toady. Note that this can cause confusing issues when porting from 40d to 2010. Make sure you add your pluralizations!<br />
<br />
|-<br />
| UPPERBODY<br />
| None<br />
| Flags the body part as being able to wear upper body clothing like coats, breastplates etc. If an upper body is chopped off, the creature dies. Multiple upperbody parts aren't redundant. All default creatures with bodies have the upperbody as the root of the body tree, making it impossible to chop off.<br />
<br />
|-<br />
| LOWERBODY<br />
| None<br />
| Flags the body part as being able to wear lower body clothing like skirts, pants, etc. If a lower body is chopped off, the creature dies. Multiple lowerbody parts aren't redundant.<br />
<br />
|-<br />
| THOUGHT<br />
| None<br />
| Most creatures die if all bodyparts with this tag have sustained damage to a FUNCTIONAL tissue or been outright destroyed (chopped off). Creatures will not die if they have NO_THOUGHT_CENTER_FOR_MOVEMENT (and/or NOTHOUGHT?)<br />
<br />
|-<br />
| HEAD<br />
| None<br />
| Flags the body part as being able to wear head clothing like hats, helms, etc.<br />
<br />
<br />
|-<br />
| FLIER<br />
| None<br />
| Flags the body part as being need for flight. Damage to a certain number of FLIER body parts will prevent the creature from flying. Note that a creature can only fly if the creature has the FLIER tag in its creature definition, and that a flying creature does not actually need any FLIER body parts. This tags only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly, if they are damaged.<br />
<br />
|-<br />
| LIMB<br />
| None<br />
| Body part is a limb. It can be used to initiate certain types of wrestling moves. If it is located between an UPPERBODY part and a GRASP body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a LOWERBODY part and a STANCE body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc; trailing body armors like mail shirts and robes; and high boots).<br />
<br />
|-<br />
| RIGHT<br />
| <br />
| <br />
<br />
|-<br />
| LEFT<br />
| <br />
|<br />
<br />
|-<br />
| GRASP<br />
| None<br />
| Creature can wield a picked-up weapon with body part, and can use the part to initiate a wider variety of wrestling moves. When creatures are spawned with a weapon and shield, one GRASP part will hold a weapon while '''all others''' will hold shields.<br />
<br />
|-<br />
| SIGHT<br />
| None<br />
| Body part is used to see with. If the creature has no SIGHT body parts, or if all it's sight body parts are damaged or destroyed, it can't see unless it has the EXTRAVISION tag in its creature def.<br />
<br />
|-<br />
| EMBEDDED<br />
| <br />
| is on the surface of parent body part, like eye and mouth are on head.<br />
<br />
|-<br />
| SMALL<br />
| <br />
| "SMALL means that the part isn't displayed as part of the overall displayed body part lists. They can't be splinted. They are more often targeted for torture (although those situations might not occur anymore). They are removed in skeletons if they aren't specifically skeletons/joints/digits/apertures. They are more easily lost in world gen duels. They are the only gougable/pinchable parts. SMALL is an old tag, so it has accumulated some weird functions which'll get split off over time. " --Toady<br />
<br />
|-<br />
| SMELL<br />
| None<br />
| No known function. Could possibly control reactions to miasma in fortress mode?<br />
<br />
|-<br />
| HEAR<br />
| <br />
|<br />
<br />
|-<br />
| BREATHE<br />
| <br />
|<br />
<br />
|-<br />
| INTERNAL<br />
| <br />
|<br />
<br />
|-<br />
| MOUTH<br />
| <br />
|<br />
<br />
|-<br />
| APERTURE<br />
| <br />
|<br />
<br />
|-<br />
| CIRCULATION<br />
| <br />
|<br />
<br />
|-<br />
| GUTS<br />
| <br />
|<br />
<br />
|-<br />
| UNDER_PRESSURE<br />
| <br />
| Used to get the guts to pop out.<br />
<br />
|-<br />
| JOINT<br />
| <br />
|<br />
<br />
|-<br />
| THROAT<br />
| <br />
|<br />
<br />
|-<br />
| NERVOUS<br />
| <br />
|<br />
<br />
|-<br />
| SKELETON<br />
| <br />
|<br />
<br />
|-<br />
| DIGIT<br />
| <br />
|<br />
<br />
|-<br />
| INDIVIDUAL_NAME<br />
| <br />
*name<br />
*plural<br />
| Adding individual names tells the game what to call each individual part in a NUMBERed bodypart. This command replaces "first upper front tooth" for example.<br />
<br />
|-<br />
| SOCKET<br />
| <br />
|<br />
<br />
|-<br />
| NUMBER<br />
| <br />
*value<br />
| In theory, the number lets you stack identical body parts. These can be individually damaged by wounds, but you don't have to define them explicitly one by one. If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc). <br />
HOWEVER, this tag appears to be non-functional.<br />
<br />
|-<br />
| STANCE<br />
| <br />
|<br />
<br />
|-<br />
| CON<br />
| <br />
*value<br />
| <br />
<br />
<br />
|-<br />
| CONTYPE<br />
| <br />
*value<br />
| <br />
<br />
|-<br />
| CATEGORY<br />
| <br />
*value<br />
| <br />
<br />
|-<br />
| DEFAULT_RELSIZE<br />
| <br />
*Size<br />
| This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.<br />
<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Density&diff=130349v0.31:Density2010-10-29T00:31:21Z<p>Mrdudeguy: added links to other pages discussing effects of density and upgraded quality</p>
<hr />
<div>{{quality|Fine|17:43, 25 September 2010 (UTC)}}{{av}}<br />
<br />
<br />
Density is a [[material]] property that affects the [[weight]] of an object made from the [[material]].<br />
<br />
Many of the effects of the new material system are currently unknown and more testing in [[arena]] mode is necessary.<br />
<br />
Initial tests show that density affects how much damage blunt-force [[weapons]] do. Additionally, an edged weapon or attacking part made of a [[metal]] with a low density seems to have difficulty piercing tissue layers.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Material&diff=130348v0.31:Material2010-10-29T00:24:35Z<p>Mrdudeguy: page was alredy a informal redirect</p>
<hr />
<div>#REDIRECT [[DF2010:Material science]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Extracts&diff=130347v0.31:Extracts2010-10-29T00:14:09Z<p>Mrdudeguy: added small note about cookable extracts and corrected quality.</p>
<hr />
<div>{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}<br />
{{av}}<br />
'''Extracts''' is an entry in your z-menus 'stocks' section. This entry sums up an odd collection of items, some of which are derived from animals, some from plants. Non food extracts do not currently have a purpose in the current build except as export goods.<br />
<br />
==Producing extracts==<br />
A variety of buildings allow you to produce extracts:<br />
<br />
===Butcher's shop===<br />
{{main|Butcher's shop}}<br />
Certain {{L|vermin}} will yield extracts at the butcher's shop by using the {{k|e}}xtract from a dead animal task. Requires a living caged animal, a glass {{L|vial}} (metal flasks will not work), and a dwarf with the [[Animal dissector|small animal dissection]] labor enabled.<br />
<br />
*{{L|Fire snake}}s create {{L|liquid fire}}<br />
*{{L|Phantom spider}}s create {{L|venom}}<br />
*{{L|Cave spider}}s create {{L|venom}}<br />
<br />
===Farmer's workshop===<br />
{{main|Farmer's workshop}}<br />
With the appropriate caged animal and a {{L|milker}}, barrels and buckets you can produce milk at the farmer's workshop.<br />
* Live (untamed) {{L|purring maggot}}s create {{L|Dwarven milk}}, worth 50☼ per unit<br />
* Milk can be cooked to make food.<br />
<br />
{{L|Golden salve}} can be created from {{L|valley herb}}s, requiring a {{L|vial}} and a dwarf with the [[plant processing]] labor enabled:<br />
* 1 Valley herb makes 5 units of Golden salve, worth 100☼ per unit<br />
<br />
{{L|Dwarven syrup}} is created via "Process plants (barrel)"<br />
* 1 {{L|Sweet pod}} makes 5 Dwarven Syrup, worth 20☼ per unit. <br />
* Syrup can be cooked to make food.<br />
<br />
{{L|Milk}} is created via "Milk Creature," requiring an empty bucket, an empty barrel (or available space in an existing milk barrel), a mature, non-pet, milkable animal, and a dwarf with the {{L|milker}} labor enabled. See the {{L|milk}} and {{L|cheese}} pages for more details. <br />
<br />
===Still===<br />
{{main|Still}}<br />
[[Gnomeblight]] can be created from [[Kobold bulb]]s at a still via "Extract plant essence", requiring a [[vial]] and a dwarf with the [[Plant Gathering]] labor enabled:<br />
* 1 Kobold bulb makes 5 units of Gnomeblight, worth 100☼ per unit<br />
<br />
===Fishery===<br />
{{main|Fishery}}<br />
With a living caged fish and a [[fish dissector]], you can get extracts from our aquatic neighbors.<br />
* 1 {{L|Moghopper}} makes five units of [[Mog Juice]], worth 50☼ per unit<br />
<br />
===Import only===<br />
Currently, there are some extracts that cannot be produced on site and need to be imported.<br />
<br />
Various types of [[venom]] can also be purchased, but currently have no use:<br />
*{{L|Snakeman}} Venom<br />
*{{L|Giant desert scorpion}} Venom<br />
*{{L|Giant cave spider}} Venom<br />
<br />
==See also==<br />
*{{L|Milk}}<br />
*{{L|Venom}}<br />
<br />
[[Category:Extracts| ]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&diff=130187v0.31 Talk:Syndrome2010-10-26T16:15:52Z<p>Mrdudeguy: /* Dangers of Forgotten Beast Extract */</p>
<hr />
<div>==Dangers of Forgotten Beast Extract==<br />
<br />
A while back, I killed a Forgotten Beast, one of the ones that secretes venom. Killed it no bother, no damage to any of my dwarfs, it was then dragged up into the fort to be butchered. Unfortunately, it had covered itself in Forgotten Beast Extract. This got onto the Hauler or onto the ground, somehow. Either way, it's a contact poison, it's all over my fort (due to magic spreading extract), and it's causing my dwarfs to randomly collapse into unconsciousness. <br />
<br />
Any suggestions? It's getting quite annoying, I get tons of cancelled job spam as dorfs faint and go to rest their non-existent injuries.--[[User:Nimblewright|Nimblewright]] 11:41, 16 August 2010 (UTC)<br />
<br />
:How long has it been? The poison should run out eventually right?--[[User:Mrdudeguy|Mrdudeguy]] 16:15, 26 October 2010 (UTC)<br />
<br />
==Breath Attack Usage==<br />
I tested out the claim about multiple breath attacks being used simultaneously, but I didn't get the results displayed on the page. My test subjects (some [[magma crab]]s) were given a TRAILING_VAPOR_FLOW breath attack using the same material as their standard LIQUID_GLOB attack.<br />
<br />
Normally, magma crabs will remain in place and simply fire glob after glob of buggy [[basalt]] due to the way that GLOB breath attacks work. However, when I gave them the new breath attack they would charge after their target and engage in melee combat (showing the same behavior as creatures with only a FLOW type breath attack).<br />
<br />
Also, I noticed that they would ''not'' fire both attacks simultaneously. It appears as though they would randomly choose one or the other breath attack while attacking, but would never use both at the same time.<br />
<br />
As an aside, the basalt TRAILING_VAPOR_FLOW breath attack works quite well with the weird way breath attacks are currently handled, and produces some lovely magma vapor to scorch your skin off. All in all, a far better choice for magma crabs than their current glob attack.<br />
<br />
<br />
"Hi", by the way. I just created an account last night, and this is my first time ever editing a wiki. I'd love to know all the stuff I'm doing wrong. --[[User:Kagus|Kagus]] 22:36, 11 April 2010 (UTC)<br />
<br />
----<br />
I feel like UNDIRECTED_DUST attacks would be great for suicide bomber creatures. Idea: a volatile immobile pod that explodes (uses the undirected dust attack) whenever an enemy approaches. --Anonymous<br />
----<br />
<br />
Speaking of breath attacks, can we move it to somewhere more fitting? Breath attacks really need to go into the creature tokens page or a page of their own, as it doesnt make that much sense why they would be in the syndromes page. -Commondragon<br />
<br />
==Toxic Materials==<br />
If you assign a syndrome to a metal, make a bolt out of it and shoot it at something, will that count as ""injection"?<br />
:Nope. This has been discussed in a couple threads on the forum. Solid-state materials are completely inert (testing is required for cave-in dust, but for weapons and such they won't apply the toxin at all). You need to have a liquid or a vapor in order to get things working. --[[User:Kagus|Kagus]] 07:42, 18 April 2010 (UTC)<br />
<br />
==Treating syndromes==<br />
Is there any evidence for any of the claims in this section? The word "antivenin" doesn't appear in the raws or string dump (nor "antivenom"). I'm pretty sure that whole section is equal parts obsolete info and fabrication. --[[User:Footkerchief|Footkerchief]] 06:34, 17 April 2010 (UTC)<br />
:As far as I am aware, Toady intended to add antivenin as a means of treating syndromes, but cut it before the release due to time constraints. Currently you can -extract- it from creatures, but it doesn't serve any purpose in healing. - Lofn<br />
==Question!==<br />
My dwarves are bleeding to death for no apparent reason on every map I embark on. Is this a syndrome or a bug? -bmmodder<br />
:Sounds like a bug. What version of DF are you playing? Have you modded the raws at all? Are you using the default worldgen parameters? --[[User:DeMatt|DeMatt]] 00:18, 29 June 2010 (UTC)<br />
<br />
== What is this page for? ==<br />
<br />
At present this page is mostly about how to mod the game. Shouldn't it be more about syndromes as they currently appear in the game? (e.g. which syndromes go away by themselves, and which require care/doctors?). I'm aware that this is an area that's unfinished and under development, but still I'd rather see info about the game as it is, and most of the modding info removed to a separate page (e.g. "Syndrome token"?). This page probably has the most detailed modding information of any page that (from the title) purports to be about the game, rather than specifically about modding or game internals [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:46, 26 October 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&diff=130161v0.31 Talk:Farming2010-10-26T00:12:56Z<p>Mrdudeguy: Are there any attributes that affect farming?</p>
<hr />
<div>== General ==<br />
<br />
Placing a farm on rock<br />
Needs Soil or mud<br />
No Mud for underground farm<br />
Mud is left by water<br />
<br />
Placing a farm on surface soil<br />
No Mud for underground farm<br />
Mud is left by water<br />
<br />
Placing a farm on mud found in an underground complex<br />
<<No Error Message>><br />
<br />
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)<br />
<br />
:This is a bug. You're supposed to be able to farm on soil. I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)<br />
<br />
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336<br />
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)<br />
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)<br />
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)<br />
::::Quote from: Dr. A - "Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting"<br />
::::Reply from: Toady One - "I'm not sure yet. I never get a chance to look at it, despite wanting to look at it. The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug. Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil. I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way." from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098<br />
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)<br />
<br />
== Seeds can not be grown on non-soil, non-subterranean tiles ==<br />
<br />
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message "No seeds available for this location" is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are "above ground" (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.<br />
<br />
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)<br />
:Have same problem... did you dig out the level below your "aboveground" farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)<br />
::I just encountered this issue (version 31.04) but in a slightly different context. I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are "No seeds available for this location", despite having just embarked with many seeds. Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)<br />
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)<br />
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly). It seems that DF 2010 is supposed to allow farms on soil regardless of mud. (Am I right, or is this actually intended behaviour?) I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case. You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.<br />
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)<br />
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)<br />
::::::Hmmm. I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil. Regardless, after testing it out, here's what I found:<br />
::::::- You can *build* a farm on any soil (above ground or below)<br />
::::::- Only the farm built above ground will "see" any available seeds (assuming no mud)<br />
::::::- You can build an underground farm on soil and muddy the ground *afterward*<br />
::::::- You can build a farm on part muddied ground and part soil and it will be able to "see" available seeds. HOWEVER, your dwarves will only plant on the muddied part of the farm.<br />
::::::- Water both provides mud *and* washes it away. If you build an underground room with a hole in the ceiling and mark that hole with a "pond" zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).<br />
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)<br />
<br />
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)<br />
<br />
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to "see" available seeds. HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)<br />
<br />
== Merge ==<br />
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]]. Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)<br />
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)<br />
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page. This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)<br />
<br />
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)<br />
<br />
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)<br />
<br />
== Farming Chart ==<br />
<br />
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]<br />
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.<br />
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)<br />
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]<br />
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)<br />
<br />
::::I didn't even know that page existed! Considering it has a superior version of a chart that was always far more useful han the page it was on, shouldn't it be more readily available? I mean, there's just one off-handed link in the article, and another in the related articles section. --Kydo 15:07, 17 October 2010 (UTC)<br />
<br />
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)<br />
<br />
== Harvesting ==<br />
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set "Only Farmers harvest").--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)<br />
: I gather that's less of a problem if you have at least one dedicated farmer per x# of tiles, but I would like to read a recommendation for how many 'x' should be.[[User:Uzu Bash|Uzu Bash]] 17:52, 21 October 2010 (UTC)<br />
<br />
== Indication of buggy behaviour ==<br />
<br />
It's been reverted multiple times whenever someone adds the "due to a bug" statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)<br />
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)<br />
<br />
== Problem with farm plot sending jobs ==<br />
<br />
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)<br />
<br />
== maximum stack size ==<br />
<br />
What is the max size of a crop stack? Does high enough growing skill make potash irrelevant? [[User:Uzu Bash|Uzu Bash]] 17:45, 21 October 2010 (UTC)<br />
:Not sure about 0.31, but back in 40d the maximum crop stack size was 6 (with a lot of luck and a highly skilled farmer), and according to Toady you could boost that all the way to 11 using potash. --[[User:Quietust|Quietust]] 19:44, 21 October 2010 (UTC)<br />
:: 11? That's ridiculous. That's not even funny.<br />
<br />
== Harvest Apathy ==<br />
<br />
Has anyone encountered a bug wherein your planters go on seeding farm plots, but no one is willing to harvest anything? No one will touch the withered plants either (unless they're designated for dumping). <br />
<br />
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. <br />
<br />
Halp?<br />
<br />
: You probably accidentally turned on "Dwarves Ignore Food." o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)<br />
<br />
<br />
::I've done that before in the past, so that was the first thing I checked. They've still got "Dwarves Gather Food". However, a third save/quit just fixed the problem. The only messages in my errorlog.txt are pathing-related. I don't know what the deal was. I'm going to try to reproduce the problem now.<br />
<br />
:: I just saw that happen for three seasons in a row after a big Depot run, and noticed that everyone with Farming enabled would put planting ahead in priority when crops were still in the field. I turned some of them off and confined them all to burrow, and they finally caught during the next caravan. [[User:Uzu Bash|Uzu Bash]] 13:23, 22 October 2010 (UTC)<br />
<br />
== Attributes ==<br />
<br />
Are there any attributes that affect farming? Where in the raws would you check to find out?--[[User:Mrdudeguy|Mrdudeguy]] 00:12, 26 October 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Hair&diff=89920v0.31:Hair2010-04-11T20:05:25Z<p>Mrdudeguy: rate</p>
<hr />
<div>{{AV}}<br />
{{Human}}<br />
==Hair on living creatures==<br />
<br />
'''Hair''' is part of the cosmetic layers that any creature can have.<br />
<br />
Hair can have different colors, and can turn grey or white as creatures age.<br />
<br />
==Hair as an item==<br />
<br />
Hair is a byproduct of {{L|Butcher's shop|butchering}} some animals. Hair does not rot and has no known use.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Cow&diff=89913v0.31:Cow2010-04-11T20:01:10Z<p>Mrdudeguy: </p>
<hr />
<div>{{av}}<br />
{{elven}}<br />
{{CreatureInfo|name=Cow|symbol=C|color={{COLOR:6:0:0}}|bones=15|meat=12|fat=9|skulls=1|horns=2|hooves=4|prepared lungs=2|prepared intestines=1|prepared spleens=1|prepared kidneys=2|prepared eyes=2|prepared brains=1|prepared hearts=1|chopped liver=1|cow tripe=1|cow sweetbread=1|nervous tissue=1|hair=1|cartilage=1|skin=Yes|biome= * Domestic}}<br />
<br />
:''A large mammalian herbivore. They often bear large horns and the males are ill-tempered. They are domesticated for milk and meat.''<br />
<br />
{{Game_Data|[CREATURE:COW]<br />
[DESCRIPTION:A large mammalian herbivore. They often bear large horns and the males are ill-tempered. They are domesticated for milk and meat.]<br />
[NAME:cow:cows:bovine]<br />
[CASTE_NAME:cow:cows:bovine]<br />
[CREATURE_TILE:'C'][COLOR:6:0:0]<br />
[PETVALUE:300]<br />
[PREFSTRING:haunting moos]<br />
[FREQUENCY:100]<br />
[LARGE_ROAMING]<br />
[POPULATION_NUMBER:15:30]<br />
[CLUSTER_NUMBER:3:7]<br />
[COMMON_DOMESTIC]<br />
[BENIGN][MEANDERER][PET]<br />
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]<br />
[NATURAL]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:100000]<br />
[BODY_SIZE:1:0:250000]<br />
[BODY_SIZE:2:0:600000]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAXAGE:10:20]<br />
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[CHILD:1][GENERAL_CHILD_NAME:cow calf:cow calves]<br />
[DIURNAL]<br />
[HOMEOTHERM:10070]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[MUNDANE]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen cow's milk]<br />
[STATE_ADJ:ALL_SOLID:frozen cow's milk]<br />
[STATE_NAME:LIQUID:cow's milk]<br />
[STATE_ADJ:LIQUID:cow's milk]<br />
[STATE_NAME:GAS:boiling cow's milk]<br />
[STATE_ADJ:GAS:boiling cow's milk]<br />
[PREFIX:NONE]<br />
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]<br />
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]<br />
[STATE_NAME:SOLID:cow cheese]<br />
[STATE_ADJ:SOLID:cow cheese]<br />
[STATE_NAME:SOLID_POWDER:cow cheese powder]<br />
[STATE_ADJ:SOLID_POWDER:cow cheese powder]<br />
[STATE_NAME:LIQUID:melted cow cheese]<br />
[STATE_ADJ:LIQUID:melted cow cheese]<br />
[STATE_NAME:GAS:boiling cow cheese]<br />
[STATE_ADJ:GAS:boiling cow cheese]<br />
[PREFIX:NONE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[CASTE_NAME:bull:bulls:bull]<br />
[CHILDNAME:bull calf:bull calves]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:eyes:PLURAL] }}<br />
<br />
[[Category:Creatures]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Cow&diff=89912v0.31:Cow2010-04-11T20:00:47Z<p>Mrdudeguy: verified</p>
<hr />
<div>{{av}}<br />
{{CreatureInfo|name=Cow|symbol=C|color={{COLOR:6:0:0}}|bones=15|meat=12|fat=9|skulls=1|horns=2|hooves=4|prepared lungs=2|prepared intestines=1|prepared spleens=1|prepared kidneys=2|prepared eyes=2|prepared brains=1|prepared hearts=1|chopped liver=1|cow tripe=1|cow sweetbread=1|nervous tissue=1|hair=1|cartilage=1|skin=Yes|biome= * Domestic}}<br />
<br />
:''A large mammalian herbivore. They often bear large horns and the males are ill-tempered. They are domesticated for milk and meat.''<br />
<br />
{{Game_Data|[CREATURE:COW]<br />
[DESCRIPTION:A large mammalian herbivore. They often bear large horns and the males are ill-tempered. They are domesticated for milk and meat.]<br />
[NAME:cow:cows:bovine]<br />
[CASTE_NAME:cow:cows:bovine]<br />
[CREATURE_TILE:'C'][COLOR:6:0:0]<br />
[PETVALUE:300]<br />
[PREFSTRING:haunting moos]<br />
[FREQUENCY:100]<br />
[LARGE_ROAMING]<br />
[POPULATION_NUMBER:15:30]<br />
[CLUSTER_NUMBER:3:7]<br />
[COMMON_DOMESTIC]<br />
[BENIGN][MEANDERER][PET]<br />
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]<br />
[NATURAL]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:100000]<br />
[BODY_SIZE:1:0:250000]<br />
[BODY_SIZE:2:0:600000]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAXAGE:10:20]<br />
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:SECOND]<br />
[ATTACK_FLAG_CANLATCH]<br />
[CHILD:1][GENERAL_CHILD_NAME:cow calf:cow calves]<br />
[DIURNAL]<br />
[HOMEOTHERM:10070]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[MUNDANE]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[MULTIPLE_LITTER_RARE]<br />
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:frozen cow's milk]<br />
[STATE_ADJ:ALL_SOLID:frozen cow's milk]<br />
[STATE_NAME:LIQUID:cow's milk]<br />
[STATE_ADJ:LIQUID:cow's milk]<br />
[STATE_NAME:GAS:boiling cow's milk]<br />
[STATE_ADJ:GAS:boiling cow's milk]<br />
[PREFIX:NONE]<br />
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]<br />
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]<br />
[STATE_NAME:SOLID:cow cheese]<br />
[STATE_ADJ:SOLID:cow cheese]<br />
[STATE_NAME:SOLID_POWDER:cow cheese powder]<br />
[STATE_ADJ:SOLID_POWDER:cow cheese powder]<br />
[STATE_NAME:LIQUID:melted cow cheese]<br />
[STATE_ADJ:LIQUID:melted cow cheese]<br />
[STATE_NAME:GAS:boiling cow cheese]<br />
[STATE_ADJ:GAS:boiling cow cheese]<br />
[PREFIX:NONE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[CASTE_NAME:bull:bulls:bull]<br />
[CHILDNAME:bull calf:bull calves]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:BLACK:1]<br />
[TLCM_NOUN:eyes:PLURAL] }}<br />
<br />
[[Category:Creatures]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Cat&diff=89909v0.31:Cat2010-04-11T19:56:00Z<p>Mrdudeguy: butcher stats and rate</p>
<hr />
<div>{{av}}<br />
{{Human}}<br />
{{CreatureInfo|name=Cat|symbol=c|color=rgb(128, 128, 128)|skulls=1|skin=Yes|fat=4|meat=6|bones=4|prepared intestines=1|biome= Common domestic}}<br />
<br />
:''A small mammalian carnivore. It is usually domestic and hunts vermin.''<br />
<br />
'''Cats''' will kill {{L|vermin}} in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion). They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.<br />
<br />
Cats cannot be assigned as {{L|pet|pets}}; instead, cats choose {{L|dwarves}} as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a {{L|dwarf}} who has the {{L|preferences|preference}} "''admires cats for their aloofness''". If a cat is caged, it will not adopt, however it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who takes it.<br />
<br />
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small never-ending trickle of {{L|skin}} (to become {{L|leather}}), {{L|bone|bones}} (for a variety of end-products) and {{L|meat}} for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See {{L|Meat industry#Breeding|Breeding}})<br />
<br />
Cats are also infamous for the [[catsplosion]]: if you are not careful, cats will be everywhere, causing your {{L|Frames per second|FPS}} to plummet, and {{L|Trap#Upright_Spear.2FSpike|killing}} {{L|pet|pets}} causes a strong unhappy {{L|thought}} to the owner.<br />
<br />
Cats, by nature, will attempt to pack vermin to their owners. Often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse {{L|stockpile}}.{{verify}}<br />
<br />
{{Game_Data|[CREATURE:CAT]<br />
[DESCRIPTION:A small mammalian carnivore. It is usually domestic and hunts vermin.]<br />
[NAME:cat:cats:cat]<br />
[CASTE_NAME:cat:cats:cat]<br />
[CREATURE_TILE:'c'][COLOR:0:0:1]<br />
[PETVALUE:20]<br />
[LARGE_ROAMING]<br />
[VERMINHUNTER]<br />
[COMMON_DOMESTIC][BENIGN]<br />
[CARNIVORE][NATURAL][PET]<br />
[PREFSTRING:aloofness]<br />
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]<br />
[BODYGLOSS:PAW]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]<br />
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[GETS_WOUND_INFECTIONS]<br />
[GETS_INFECTIONS_FROM_ROT]<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]<br />
[BODY_SIZE:0:0:500]<br />
[BODY_SIZE:1:0:2000]<br />
[BODY_SIZE:2:0:5000]<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[MAXAGE:10:20]<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:scratch:scratches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PENETRATION_PERC:100]<br />
[ATTACK_FLAG_EDGE]<br />
[ATTACK_PRIORITY:MAIN]<br />
[CHILD:1]<br />
[GENERAL_CHILD_NAME:kitten:kittens]<br />
[DIURNAL]<br />
[HOMEOTHERM:10070]<br />
[SWIMS_INNATE][SWIM_SPEED:2500]<br />
[MUNDANE]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[CASTE:MALE]<br />
[MALE]<br />
[SELECT_CASTE:ALL]<br />
[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]<br />
[PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:hair:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:ears:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:TAIL:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:tail:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:head:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RFTOE5:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LFTOE5:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:front paws:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]<br />
[PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]<br />
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]<br />
[TLCM_NOUN:rear paws:PLURAL]<br />
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]<br />
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]<br />
[TLCM_NOUN:skin:SINGULAR]<br />
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]<br />
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]<br />
[TLCM_NOUN:eyes:PLURAL] }}<br />
<br />
[[Category:Creatures]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&diff=89901v0.31:Catsplosion2010-04-11T19:44:54Z<p>Mrdudeguy: rating</p>
<hr />
<div>{{Elven}}<br />
Cats reproduce at a exponential rate unchecked. Soon your computer will melt from calculating the pathing. <br />
<br />
In short.<br />
Cats will eat your computer. Kill them before they have the chance.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=User:Garanis&diff=89892User:Garanis2010-04-11T19:17:56Z<p>Mrdudeguy: RE: Buggy Template</p>
<hr />
<div>Its me. I've been here a long time, just never had cause to do much editing before. Don't bite me.<br />
==RE: Buggy Template==<br />
The buggy template is for any feature that has outstanding bugs. Just because a page is short does not mean users don't need to have the bugs called to their attention. If there are bugs, leave the buggy template where it is. Thanks. [[User:Garanis|Garanis]] 13:15, 11 April 2010 (UTC)<br />
<br />
The bug was in plain text directly below the alert. and the alert was only a false task cancellation message. If the bug had a game-play effect I would agree with you.--[[User:Mrdudeguy|Mrdudeguy]] 19:17, 11 April 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Weather&diff=89625v0.31:Weather2010-04-11T08:00:10Z<p>Mrdudeguy: </p>
<hr />
<div>When It rains [[mud]] that the rain hits is filled with 1 unit of water.<br />
<br />
Also kills anyone it lands on in scorching climates due to a [[heat]] transfer [[bug]].</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Cheese&diff=89560v0.31:Cheese2010-04-11T06:35:16Z<p>Mrdudeguy: </p>
<hr />
<div>{{av}}<br />
<br />
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}}.<br />
<br />
{| border="1" class="sortable wikitable" cellspacing="0" cellpadding="2"<br />
|+'''Some Useful Information About Cheeses'''<br />
|-<br />
! Name<br />
! Price<br />
! Dwarven Trade Good<br />
! Human Trade Good <br />
! Elven Trade Good <br />
! Milkable Animal <br />
|-<br />
! [[Cow]] Cheese<br />
! 50☼<br />
! Yes<br />
! Yes<br />
! Unknown<br />
! Yes<br />
|-<br />
! [[Donkey]] Cheese<br />
! 50☼<br />
! Yes<br />
! Unknown<br />
! Unknown<br />
! Yes<br />
|-<br />
! [[Horse]] Cheese<br />
! 50☼<br />
! Yes<br />
! Unknown<br />
! Unknown<br />
! Yes<br />
|}<br />
<br />
Please help fill in the table and post further information in the Discussion page.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Milk&diff=89559v0.31:Milk2010-04-11T06:33:45Z<p>Mrdudeguy: removed known issues tag</p>
<hr />
<div>{{av}}<br />
<br />
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.<br />
<br />
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.<br />
<br />
==Known Issues==<br />
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.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&diff=89558v0.31 Talk:Milk2010-04-11T06:33:21Z<p>Mrdudeguy: </p>
<hr />
<div>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.<br />
:??? 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)<br />
<br />
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&diff=88485v0.31:Kitchen2010-04-10T01:10:40Z<p>Mrdudeguy: anoying bug</p>
<hr />
<div>{{av}}<br />
<br />
{{Workshop<br />
|name = Kitchen<br />
|key = z<br />
|construction_job = [[DF2010:Cooking|Cooking]]<br />
|construction = *[[DF2010:Wood|Wood]]<br />
*[[DF2010:Stone|Stone]]<br />
|job = *[[DF2010:Cooking|Cooking]]<br />
|use = <br />
*[[DF2010:Alcohol|Alcohol]]<br />
*[[DF2010:Crops|Plants]]<br />
*[[DF2010:Meat|Meat]] <br />
|production = <br />
*Food<br />
*[[DF2010:Tallow|Tallow]]<br />
}}<br />
<br />
A kitchen is operated by a dwarf with the 'cooking' {{L|labor}} enabled.<br />
<br />
A kitchen is used to render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}.<br />
<br />
There is currently a bug where a liquid only meal cant actually exist.<br /> The way this is handled is by Dumping all the ingredients on the workshop.<br /><br />
For example: <br />
<br />
<br />
[[Barrel]] of Dwarven [[Syrup]][5]<br /><br />
Barrel of Dwarven Syrup[10]<br /><br />
Barrel of Dwarven Syrup[15]<br /><br />
Barrel of Dwarven Syrup[10]<br /><br />
becomes Dwarven Syrup[40]<br /><br />
<br />
<br />
This leads to clutered workshops because the Syrup is immobile without a barrel.<br />
<br />
<br />
The only solve is to deconstruct and reconstruct the Workshop.<br />
<br />
<br />
The same hapens with alcohol only meals.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
{{Workshops}}</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Site_finder&diff=88240v0.31:Site finder2010-04-09T18:29:44Z<p>Mrdudeguy: just started page</p>
<hr />
<div>This is a tool that helps you find sites.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&diff=88231v0.31 Talk:Embark2010-04-09T18:22:31Z<p>Mrdudeguy: /* Verification */</p>
<hr />
<div>* could not replicate the "double fish crash"<br />
<br />
==Play Now, Fisherdwarf==<br />
I just did a "Play Now!", and my Fisherdwarf does NOT have any social skills (just Novice Fisherdwarf), but he was still assigned as the Expedition Leader and I can assign labors just fine. Also, it's highly likely that the listed Dabbling skills were learned immediately '''after''' embarking, while said dwarf was talking to the others. --[[User:Quietust|Quietust]] 17:36, 9 April 2010 (UTC)<br />
<br />
==Play Now, worldgen titles?==<br />
It's suggested that the initial 7 dwarves can come from worldgen. Some actual proof of this claim (e.g. savegame) would be nice. --[[User:Quietust|Quietust]] 17:40, 9 April 2010 (UTC)<br />
<br />
<br />
==Verification==<br />
"Fish are double-listed in the embark items screen. If you choose both fish the game will crash.Verify"<br />
<br />
This is false; I've embarked with two separate barrels of cave lobsters twice now. I'm deleting this from the article. --[[User:Zombiejustice|Zombiejustice]] 18:07, 9 April 2010 (UTC)<br />
<br />
Ya that's BS.--[[User:Mrdudeguy|Mrdudeguy]] 18:22, 9 April 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Memory_hacking&diff=87204v0.31:Memory hacking2010-04-08T20:43:08Z<p>Mrdudeguy: </p>
<hr />
<div>{{av}}<br />
{{mod}}<br />
These are currently unverified, but it is a start, if the hex is -1, don't know that yet<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Description<br />
! 0.31.01<br />
! 0.31.02<br />
<br />
|-<br />
! md5 hash<br />
| 851c1190b6a7b42f2463967623d18575<br />
| 23dfe141c7ea4e63ebb3c618a12b48ec<br />
<br />
|-<br />
! pe_timestamp<br />
| 4bb45f99<br />
| ?<br />
<br />
|-<br />
! buildings<br />
| 0x0166f9a8<br />
<br />
|-<br />
! constructions<br />
| 0xffffffff<br />
<br />
|-<br />
! current_menu_state<br />
| colspan="2" | 0x017f6f38<br />
<br />
|-<br />
! cursor_xyz<br />
| colspan="2" rowspan="2" | 0x00ae82cc<br />
<br />
|-<br />
! mouse_x<br />
<!-- Cell rowspanned out --><br />
|-<br />
! mouse_y<br />
| colspan="2" | 0x00ae82d0<br />
|-<br />
! mouse_z<br />
| colspan="2" | 0x00ae82d4<br />
<br />
|-<br />
! effects_vector<br />
| 0x017f6da0<br />
<br />
|-<br />
! hotkey_start<br />
| 0x01476ecc<br />
<br />
|-<br />
! items<br />
| 0x0166eda8<br />
<br />
|-<br />
! language_vector<br />
| 0x016affe0<br />
<br />
|-<br />
! matgloss<br />
| 0xffffffff<br />
<br />
|-<br />
! notes<br />
| 0x01474de8<br />
<br />
|-<br />
! pause_state<br />
| 0x0146e45f<br />
<br />
|-<br />
! region_x<br />
| 0x016ad750<br />
|-<br />
! region_y<br />
| 0x016ad754<br />
|-<br />
! region_z<br />
| 0x016ad758<br />
<br />
|-<br />
! settlement_current<br />
| 0xffffffff<br />
|-<br />
! settlements<br />
| 0x016af4a4<br />
<br />
|-<br />
! translation_vector<br />
| 0x016b0010<br />
<br />
|-<br />
! vegetation<br />
| 0x017f6da0<br />
<br />
|-<br />
! view_screen<br />
| 0xffffffff<br />
<br />
|-<br />
! window_dims<br />
| 0x017f5abc<br />
|-<br />
! window_x<br />
| 0x00e32798<br />
|-<br />
! window_y<br />
| 0x00e60838<br />
|-<br />
! window_z<br />
| 0x00e60814<br />
|-<br />
! world<br />
| 0x016aed50<br />
<br />
|}<br />
<br />
==Creature data==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Description<br />
! 0.31.01<br />
! 0.31.02<br />
<br />
|-<br />
! creatures<br />
| 0x0166eccc<br />
<br />
|-<br />
! current_cursor_creature<br />
| 0x00ae82cc<br />
<br />
|-<br />
! name<br />
| 0x0<br />
<br />
|-<br />
! profession<br />
| 0x88<br />
<br />
|-<br />
! race<br />
| 0x8C<br />
<br />
|-<br />
! position<br />
| 0x90<br />
<br />
|-<br />
! flags1<br />
| 0xF8<br />
<br />
|-<br />
! flags2<br />
| 0xFC<br />
<br />
|-<br />
! sex<br />
| 0x110<br />
<br />
|-<br />
! id<br />
| 0x114<br />
<br />
|-<br />
! artifact_name<br />
| 0x6D0<br />
<br />
|-<br />
! labors<br />
| 0x770<br />
<br />
|-<br />
! happiness<br />
| 0x830<br />
<br />
|}<br />
<br />
==Map data==<br />
{| {{prettytable}}<br />
|- bgcolor="#ddd"<br />
! Description<br />
! 0.31.01<br />
! 0.31.02<br />
<br />
|-<br />
! map_data<br />
| colspan="2" | 0x016ad718<br />
<br />
|-<br />
! map x_count<br />
| colspan="2" | 0x016ad738<br />
|-<br />
! map y_count<br />
| colspan="2" | 0x016ad73c<br />
|-<br />
! map z_count<br />
| colspan="2" | 0x016ad740<br />
<br />
|-<br />
! map_data_map_x_offset<br />
| colspan="2" | 0x0058<br />
<br />
|-<br />
! map_data_map_y_offset<br />
| colspan="2" | 0x005A<br />
<br />
|-<br />
! map_data_type_offset<br />
| colspan="2" | 0x009a<br />
<br />
|-<br />
! map_data_designation_offset<br />
| colspan="2" | 0x029c<br />
<br />
|-<br />
! map_data_occupancy_offset<br />
| colspan="2" | 0x069c<br />
<br />
|-<br />
! map_data_0a60_offset<br />
| colspan="2" | 0x0A9c<br />
<br />
|-<br />
! map_data_pathfinding_offset<br />
| colspan="2" | 0x0D9c<br />
<br />
|-<br />
! map_data_1160_offset<br />
| colspan="2" | 0x119c<br />
<br />
|-<br />
! map_data_1360_offset<br />
| colspan="2" | 0x139c<br />
<br />
|-<br />
! map_data_temperature1_offset<br />
| colspan="2" | 0x159c<br />
<br />
|-<br />
! map_data_temperature2_offset<br />
| colspan="2" | 0x179c<br />
<br />
|-<br />
! map_data_1960_offset<br />
| colspan="2" | 0x199c<br />
<br />
|-<br />
! map_data_1b60_offset<br />
| colspan="2" | 0x1B9c<br />
<br />
|}<br />
<br />
[[Category:Hacking]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=40d:Magma_mist&diff=8720140d:Magma mist2010-04-08T20:39:34Z<p>Mrdudeguy: </p>
<hr />
<div>{{av}}<br />
'''Magma Mist''' is created only when a [[40d:cave-in|cave-in]] penetrates [[40d:magma|magma]]. It is yellow in color. Magma mist is extremely deadly and will generally instantly kill any creature it touches that isn't [[40d:Creature token|FIREIMMUNE]] or otherwise heat resistant. Though somewhat unpredictable, it can be useful in [[40d:Trap design|complex trap]]s and [[40d:defense design|defense]].<br />
<br />
Similarly to magma itself, magma mist is called '''lava mist''' when it occurs [[40d:outside|outside]].<br />
<br />
"Magma mist" is '''not''' the [[40d:steam|steam]] generated by adding water and magma together - which is harmless in current versions{{v|0.28.181.40d}}.<br />
<!-- Once upon a time, "steam" was deadly - no longer. This "magma-and-water mist" has caused some of the confusion.--><br />
<br />
[[Category:Physics]]<br />
[[Category:World]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&diff=87080v0.31:Catsplosion2010-04-08T17:24:56Z<p>Mrdudeguy: O GOD THE CATS</p>
<hr />
<div>Cats reproduce at a exponential rate unchecked. Soon your computer will melt from calculating the pathing. <br />
<br />
In short.<br />
Cats will eat your computer. Kill them before they have the chance.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Weather&diff=87071v0.31:Weather2010-04-08T17:10:51Z<p>Mrdudeguy: Rain</p>
<hr />
<div>When It rains [[mud]] that the rain hits is filled with 1 unit of water.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&diff=87069v0.31 Talk:Known bugs and issues2010-04-08T17:07:11Z<p>Mrdudeguy: Masterwork food Bug</p>
<hr />
<div>It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)<br />
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)<br />
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)<br />
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)<br />
* Just putting this down here while the above site is non-responsive:<br />
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage<br />
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)<br />
<br />
==Acid Rain Bug==<br />
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before "______ has bled to death", so it seems like they just start melting and don't even care. This happens to animals and dwarves.<br />
http://img407.imageshack.us/img407/964/iwillsurvive.png<br />
Unknown cause.<br />
:I managed to catch one of my dwarves just before it died of blood loss. It looks like it only happens to their fingers?<br />
<br />
==Labor Menu Bug==<br />
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)<br />
<br />
*Mining<br />
*Healthcare<br />
*Hauling<br />
*Other Jobs<br />
<br />
The correct list should be. <br />
<br />
*Mining<br />
*Woodworking<br />
*Stoneworking<br />
*Hunting/Related<br />
*Healthcare<br />
*Farming/Related<br />
*Fishing/Related<br />
*Metalsmithing<br />
*Jewelry<br />
*Crafts<br />
*Engineering<br />
*Hauling<br />
*Other Jobs<br />
<br />
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)<br />
<br />
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.<br />
Also, undiscovered items can be seen in the stocks menu.<br />
<br />
== Clarifications ==<br />
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)<br />
<br />
*Added a note that animal bones work for the "body parts" request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to "not a bug" if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)<br />
<br />
== Minor points and addition ==<br />
<br />
Hi!<br />
<br />
So, we are not supposed to edit the article directly, or how are we to interpret the screening.<br />
:Feel free to add new bugs to the main page with "(confirm)" after it. Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works. This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)<br />
<br />
Anyway, there are a few things I feel need to be added/corrected:<br />
<br />
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.<br />
<br />
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).<br />
<br />
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.<br />
<br />
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.<br />
<br />
Deathworks<br />
<br />
==Distance==<br />
Not sure what's causing it but I have, under "distance" in the "selecting material" dialogue for constructing a wall, a distance of -66870. Yeah, negative. No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.<br />
:have this problem right after cave in, some seconds later distances return to normal...<br />
<br />
== Mantis ==<br />
<br />
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)<br />
<br />
----<br />
<br />
== Talk == <br />
*What's going on with this page guys? Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)<br />
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)<br />
<br />
== Craftsdwarf's Workshop ==<br />
<br />
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation. I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks. I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a "create shell crafts" task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job. If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.<br />
<br />
== Food Stockpiles ==<br />
<br />
Has anybody noticed a bug with food stockpiles with barrels? I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels. The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!<br />
<br />
Also, my kitchen screen doesn't list any meat that I embark with. You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)<br />
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)<br />
<br />
== Unknown Military Crash ==<br />
<br />
I've got an odd issue here. I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes. Any ideas? I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it. --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)<br />
EDIT-Found that deleting and remaking the squad fixed this. I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out. --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)<br />
<br />
==Masterwork food Bug==<br />
<br />
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&diff=85347v0.31:Quickstart guide2010-04-06T17:19:52Z<p>Mrdudeguy: Anvils cost 100</p>
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<div>{{av}}<br />
Much of the information in the [[40d:Quickstart_guide|guide for the previous version]] still applies. However, information on the [[military]] and [[healthcare]], as well as almost everything to do with the underground is likely to be deprecated. Be aware that the unstable nature of version 0.31.01 means that it may be difficult for a new player to determine whether they have done some procedure incorrectly or if they have encountered one of the new version's numerous [[bug]]s.<br />
<br />
One of the most major changes is that Anvils now only cost 100.</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=40d:Trap&diff=8419640d:Trap2010-04-05T16:29:56Z<p>Mrdudeguy: </p>
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<div>{{av}}<br />
:''For traps used to catch [[40d:vermin|vermin]], see [[40d:animal trap|animal trap]].''<br />
<br />
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[40d:soldier|soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild->{{k|T}}raps/Levers menu. You'll generally need one [[40d:mechanism|mechanism]], a dwarf with the [[40d:mechanic|mechanic]] labor designated (ranks in this [[40d:skill|skill]] reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.<br />
<br />
Stone-fall, weapon and cage traps will be triggered by (most) any hostile entity entering their tile, with the exception of [[40d:kobold|kobold]] [[40d:thief|thieves]]. Additionally, '''any''' [[40d:unconscious|unconscious]] creature, including your own [[40d:dwarves|dwarves]], [[40d:pet|pet]]s and [[40d:war dog|war dog]]s, will also set off such a trap. (Kobold [[40d:thief|thieves]] have the ability to avoid traps, though it seems to have a small amount of randomness built in.)<br />
<br />
Note that, in combat situations, [[40d:Mechanic|Mechanic]]s (and others) have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[40d:Forbid|Forbid]]ding traps after they are built will keep [[40d:Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a [[40d:siege|siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time.<br />
<br />
==Stone-fall Trap==<br />
The simplest trap to construct, a stone-fall trap is essentially a [[40d:stone|stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[40d:humanoid|humanoid]] enemies although [[40d:troll|troll]]s, [[40d:magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[40d:dragon|dragon]]s, [[40d:hydra|hydra]]s and [[40d:titan|titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[40d:dwarf|dwarf]] with [[40d:mechanic|mechanic]] [[40d:skill|skill]] enabled, a task which your dwarves will see to automatically. Being that stonefall traps do <em>not</em> alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. <br />
:Shortcut {{k|s}}<br />
:Components used: [[40d:mechanism|mechanism]] and an ordinary [[40d:stone|stone]]<br />
<br />
==Weapon Trap==<br />
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[40d:weapons|weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[40d:large, serrated disc|large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[40d:cleaning|cleaning]] labor or the [[40d:mechanic|mechanic]]s labor. <br />
<br />
If there are weapons that require ammunition ([[40d:crossbow|crossbow]]s, [[40d:bow|bow]]s, etc) in the trap, each such weapon requires appropriate ammo ([[40d:arrow|arrow]]s for bows, [[40d:Other weapon#dart|dart]]s for [[40d:blowgun|blowgun]]s, etc), and will have to be reloaded occasionally. Weapon traps using ''only'' ranged weapons will not require cleaning, but once all the ammo runs out, that weapon is done until reloaded. If a ranged weapon runs out of ammo, other trap weapons will still trigger. If non-ranged weapons are included in the same trap and jam, the entire trap jams until cleared. Ranged weapons in traps only target the creature triggering the trap, just as any other weapon - if the creature steps onto that trap, the trap targets that creature, once per triggering, until all ammo is gone. ''(This means "Range = 0".)'' <br />
<br />
Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms. Weapon traps are more accurate the better their mechanism. Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon. If you manage to get an artifact [[40d:mechanism|mechanism]], stuff it with as many weapons as possible!<br />
<br />
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[40d:wood|wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.<br />
<br />
:Shortcut {{k|w}}<br />
:Components used: [[40d:mechanism|mechanism]] and whatever [[40d:weapon|weapon]]s you want, up to ten.<br />
<br />
==Cage Trap==<br />
Cage traps capture creatures that set them off in [[40d:cage|cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[40d:stockpile|stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[40d:captured creatures|captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment. Cage traps will alert you to ambushes when triggered by hidden invaders, making a useful forward defense mechanism.<br />
<br />
It is possible that dwarves bring [[40d:water|water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[40d:child|kid]] snatched by a [[40d:goblin|goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.<br />
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[40d:glass|glass]] cage (aquarium/terrarium) can imprison a [[40d:Creature#Bronze Colossus|Bronze Colossus]]. This was expected to change. Also, the creature captured in the cage will have no effect on the cage itself (a caged [[40d:fire imp|fire imp]] will not burn down a wooden cage, for example).<br />
<br />
Cage traps are also useful for catching animals for use in the [[40d:meat industry|meat industry]].<br />
<br />
:*Shortcut {{k|b}} {{k|T}} {{k|c}}<br />
:*Components used: [[40d:mechanism|mechanism]] and a [[40d:cage|cage]].<br />
:*If the trap is a Dark Green, then it does not have a cage in it.<br />
:*If the trap is a Light Green, Then it does have a cage in it.<br />
<br />
:'''NOTE:''' This trap will not catch [[40d:vermin|vermin]]. For that, you need an [[40d:animal trap|animal trap]].<br />
<br />
===Berserk dwarves===<br />
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes), since relationships they have with other dwarves are maintained. However, unlike other caged creatures, dwarves will starve to death over time inside a cage.<br />
<br />
==Upright Spear/Spike==<br />
<br />
These traps can only be utilized by attaching them to [[40d:lever|lever]]s or [[40d:pressure plate|pressure plate]]s, which when triggered will cause the [[40d:spike|spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.<br />
<br />
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.<br />
<br />
The damage done depends, like with weapon traps, on the number and quality of the [[40d:spear|spear]]s and spikes used. One trap can be loaded with up to 10 spikes or spears. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. Using a single, no-[[40d:quality|quality]] spike made from [[40d:Damage#Material_damage_modifiers|low-damage material]] can be useful in attempting to cripple [[40d:noble|noble]]s when killing them outright is not desired, but much luck is in involved in the outcome.<br />
<br />
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves, [[40d:pet|pet]]s and allied creatures). The traps' friendly fire means they make effective anti-[[40d:immigrant|immigrant]] traps. There are also reports that the spikes are effective against [[40d:demons|demons]], although spikes which are not made of [[40d:steel|steel]] may melt.<br />
<br />
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury -- not that you shouldn't do that anyway. <br />
<br />
Stuff does get stuck in spikes when they are triggered. Any [[40d:corpse|corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[40d:mug|mug]]s and whatnot appear inside [[40d:workshop|workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.<br />
<br />
Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.<br />
<br />
:Shortcut {{k|S}} (capitalized)<br />
:Components used: A [[40d:mechanism|mechanism]] for the [[40d:lever|lever]] or [[40d:pressure plate|pressure plate]] and [[40d:spear|spear]]s or [[40d:spike|spike]]s.<br />
<br />
==Other Traps==<br />
You can create even more elaborate traps with imaginative use of pits, [[40d:pressure plate|pressure plate]]s, [[40d:lever|lever]]s, [[40d:grate|grate]]s, [[40d:support|support]]s, [[40d:water|water]], and/or [[40d:magma|magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying. These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a [[40d:siege|siege]], you're not trying hard enough.<br />
<br />
See [[40d:Trap design|Trap design]]<br />
<br />
{{Buildings}}<br />
[[Category:Traps| ]]<br />
[[Category:Fortress defense]]</div>Mrdudeguyhttp://dwarffortresswiki.org/index.php?title=40d:Trap&diff=8419440d:Trap2010-04-05T16:29:40Z<p>Mrdudeguy: /* Other Traps */</p>
<hr />
<div>{{red link}}<br />
{{av}}<br />
:''For traps used to catch [[40d:vermin|vermin]], see [[40d:animal trap|animal trap]].''<br />
<br />
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[40d:soldier|soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild->{{k|T}}raps/Levers menu. You'll generally need one [[40d:mechanism|mechanism]], a dwarf with the [[40d:mechanic|mechanic]] labor designated (ranks in this [[40d:skill|skill]] reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.<br />
<br />
Stone-fall, weapon and cage traps will be triggered by (most) any hostile entity entering their tile, with the exception of [[40d:kobold|kobold]] [[40d:thief|thieves]]. Additionally, '''any''' [[40d:unconscious|unconscious]] creature, including your own [[40d:dwarves|dwarves]], [[40d:pet|pet]]s and [[40d:war dog|war dog]]s, will also set off such a trap. (Kobold [[40d:thief|thieves]] have the ability to avoid traps, though it seems to have a small amount of randomness built in.)<br />
<br />
Note that, in combat situations, [[40d:Mechanic|Mechanic]]s (and others) have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[40d:Forbid|Forbid]]ding traps after they are built will keep [[40d:Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a [[40d:siege|siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time.<br />
<br />
==Stone-fall Trap==<br />
The simplest trap to construct, a stone-fall trap is essentially a [[40d:stone|stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[40d:humanoid|humanoid]] enemies although [[40d:troll|troll]]s, [[40d:magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[40d:dragon|dragon]]s, [[40d:hydra|hydra]]s and [[40d:titan|titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[40d:dwarf|dwarf]] with [[40d:mechanic|mechanic]] [[40d:skill|skill]] enabled, a task which your dwarves will see to automatically. Being that stonefall traps do <em>not</em> alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. <br />
:Shortcut {{k|s}}<br />
:Components used: [[40d:mechanism|mechanism]] and an ordinary [[40d:stone|stone]]<br />
<br />
==Weapon Trap==<br />
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[40d:weapons|weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[40d:large, serrated disc|large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[40d:cleaning|cleaning]] labor or the [[40d:mechanic|mechanic]]s labor. <br />
<br />
If there are weapons that require ammunition ([[40d:crossbow|crossbow]]s, [[40d:bow|bow]]s, etc) in the trap, each such weapon requires appropriate ammo ([[40d:arrow|arrow]]s for bows, [[40d:Other weapon#dart|dart]]s for [[40d:blowgun|blowgun]]s, etc), and will have to be reloaded occasionally. Weapon traps using ''only'' ranged weapons will not require cleaning, but once all the ammo runs out, that weapon is done until reloaded. If a ranged weapon runs out of ammo, other trap weapons will still trigger. If non-ranged weapons are included in the same trap and jam, the entire trap jams until cleared. Ranged weapons in traps only target the creature triggering the trap, just as any other weapon - if the creature steps onto that trap, the trap targets that creature, once per triggering, until all ammo is gone. ''(This means "Range = 0".)'' <br />
<br />
Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms. Weapon traps are more accurate the better their mechanism. Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon. If you manage to get an artifact [[40d:mechanism|mechanism]], stuff it with as many weapons as possible!<br />
<br />
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[40d:wood|wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.<br />
<br />
:Shortcut {{k|w}}<br />
:Components used: [[40d:mechanism|mechanism]] and whatever [[40d:weapon|weapon]]s you want, up to ten.<br />
<br />
==Cage Trap==<br />
Cage traps capture creatures that set them off in [[40d:cage|cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[40d:stockpile|stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[40d:captured creatures|captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment. Cage traps will alert you to ambushes when triggered by hidden invaders, making a useful forward defense mechanism.<br />
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It is possible that dwarves bring [[40d:water|water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[40d:child|kid]] snatched by a [[40d:goblin|goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.<br />
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[40d:glass|glass]] cage (aquarium/terrarium) can imprison a [[40d:Creature#Bronze Colossus|Bronze Colossus]]. This was expected to change. Also, the creature captured in the cage will have no effect on the cage itself (a caged [[40d:fire imp|fire imp]] will not burn down a wooden cage, for example).<br />
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Cage traps are also useful for catching animals for use in the [[40d:meat industry|meat industry]].<br />
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:*Shortcut {{k|b}} {{k|T}} {{k|c}}<br />
:*Components used: [[40d:mechanism|mechanism]] and a [[40d:cage|cage]].<br />
:*If the trap is a Dark Green, then it does not have a cage in it.<br />
:*If the trap is a Light Green, Then it does have a cage in it.<br />
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:'''NOTE:''' This trap will not catch [[40d:vermin|vermin]]. For that, you need an [[40d:animal trap|animal trap]].<br />
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===Berserk dwarves===<br />
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes), since relationships they have with other dwarves are maintained. However, unlike other caged creatures, dwarves will starve to death over time inside a cage.<br />
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==Upright Spear/Spike==<br />
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These traps can only be utilized by attaching them to [[40d:lever|lever]]s or [[40d:pressure plate|pressure plate]]s, which when triggered will cause the [[40d:spike|spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.<br />
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The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.<br />
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The damage done depends, like with weapon traps, on the number and quality of the [[40d:spear|spear]]s and spikes used. One trap can be loaded with up to 10 spikes or spears. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. Using a single, no-[[40d:quality|quality]] spike made from [[40d:Damage#Material_damage_modifiers|low-damage material]] can be useful in attempting to cripple [[40d:noble|noble]]s when killing them outright is not desired, but much luck is in involved in the outcome.<br />
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Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves, [[40d:pet|pet]]s and allied creatures). The traps' friendly fire means they make effective anti-[[40d:immigrant|immigrant]] traps. There are also reports that the spikes are effective against [[40d:demons|demons]], although spikes which are not made of [[40d:steel|steel]] may melt.<br />
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Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury -- not that you shouldn't do that anyway. <br />
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Stuff does get stuck in spikes when they are triggered. Any [[40d:corpse|corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[40d:mug|mug]]s and whatnot appear inside [[40d:workshop|workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.<br />
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Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.<br />
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:Shortcut {{k|S}} (capitalized)<br />
:Components used: A [[40d:mechanism|mechanism]] for the [[40d:lever|lever]] or [[40d:pressure plate|pressure plate]] and [[40d:spear|spear]]s or [[40d:spike|spike]]s.<br />
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==Other Traps==<br />
You can create even more elaborate traps with imaginative use of pits, [[40d:pressure plate|pressure plate]]s, [[40d:lever|lever]]s, [[40d:grate|grate]]s, [[40d:support|support]]s, [[40d:water|water]], and/or [[40d:magma|magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying. These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a [[40d:siege|siege]], you're not trying hard enough.<br />
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See [[40d:Trap design|Trap design]]<br />
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{{Buildings}}<br />
[[Category:Traps| ]]<br />
[[Category:Fortress defense]]</div>Mrdudeguy