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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=178594</id>
		<title>v0.34:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=178594"/>
		<updated>2012-11-09T05:47:10Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Fertilized eggs */  Clarification on male involvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=N|job=[[Food hauling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Nest box&lt;br /&gt;
* Adult, female, tame, egg producing animal&lt;br /&gt;
* ''(Optional)'' Any male animal of the same species&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Nest box]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[egg]]s&lt;br /&gt;
* Producing [[Domestic_animal#Comparison_of_domestic_poultry|poultry]] (with male present)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a 1x1 building that, once created and placed, a tame, [[egg]] laying creature will claim and use to lay eggs in.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
A nest box is created using a single piece of [[wood]] or [[stone]] at a [[craftsdwarf's workshop]], a single bag of [[sand]] (and optional crystal/pearlash) at a [[glass furnace]] or [[magma glass furnace]], or a single bar of [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. Unplaced nest boxes are stored in the [[tool]] section of a finished goods [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make wooden Nest Box&amp;quot;, or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make rock Nest Box&amp;quot;.&lt;br /&gt;
* For a glass nest box, {{K|q}}uery the workdshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''type'' glass Nest Box&amp;quot;.&lt;br /&gt;
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''metal'' Nest Box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Construction and use ==&lt;br /&gt;
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay [[egg]]s into the nest. This process is very quick (&amp;lt;1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.&lt;br /&gt;
&lt;br /&gt;
If dwarves have access to the nest, a dwarf with the [[food hauling]] labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized unless a male is present. Hatching does not require male to be around, once the eggs are fertilized and laid. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be [[forbidden]], or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu and disabled in all food stockpiles reachable from the nest. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
=== Incubation Chamber ===&lt;br /&gt;
A simple way to make sure that eggs can hatch without having dwarves try to make omelettes out of them is to build incubation chambers for your female birds.&lt;br /&gt;
&lt;br /&gt;
1. Build 1x1 rooms, with lockable doors.&amp;lt;br /&amp;gt;&lt;br /&gt;
2. Put one nest box in each room.&amp;lt;br /&amp;gt;&lt;br /&gt;
3. Create a 1x1 pasture [[zone]] on top of the nest box, and assign one female egg-layer to it. She should claim the nest box when she is ready to lay eggs.&amp;lt;br /&amp;gt;&lt;br /&gt;
4. Pasture or chain at least one male of the species somewhere. It needn't be close to the nest box.&amp;lt;br /&amp;gt;&lt;br /&gt;
5. When you want the eggs to remain undisturbed, lock the door to the room.&lt;br /&gt;
&lt;br /&gt;
If the eggs are fertile, you should eventually get a message about eggs having hatched. When you do, go to the nest box and unlock the door so the crowded chicks can get out (crowded animals will fight, and if they do, you may lose a chick or two in the melee; luckily they are always much smaller than their mother and unlikely to hurt her.)&lt;br /&gt;
&lt;br /&gt;
It's a good idea to keep a [[cage]] nearby to assign newly hatched chicks to, so they won't get in the way and lower your FPS. When they are grown, they can be re-assigned to pastures for breeding or egg-laying, or butchered.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of [[catsplosion]]s. Entire fortresses can be fed with [[egg production]].&lt;br /&gt;
&lt;br /&gt;
[[Elk bird]]s are both [[grazer]]s and egg layers. Females left undisturbed near a nest box will probably starve themselves to death (certainly, if there are no males available).&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150941</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150941"/>
		<updated>2011-07-01T09:55:31Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Cage your dwarfs and save them later */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v0.31.21==&lt;br /&gt;
&amp;quot;Update: As of v0.31.21, using the above method to disarm hostiles will only come into effect after the cages with hostiles in them have been built. Use b-j-x to select the cage with the hostile in the build menu and then after completion they will be stripped and disarmed.&amp;quot;&lt;br /&gt;
In my current fort (v0.31.25)this does not seem to be the case. I can strip goblins naked and disarm them without building the cages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage your dwarfs and save them later ==&lt;br /&gt;
&lt;br /&gt;
I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is that confirmed for 2010? I recalls being able to build cages with dwarves in them and being watered back in 40d, and I -think- I've seen it happen a few times during my first few forts in 31.18. For OP, cave-in dust will knock them unconscious and trigger traps, as well as unconsciousness or stun from other sources. [[User:AutomataKittay|AutomataKittay]] 09:55, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got the same problem when set up my zoo. You can't say that animal lifespan is over if you get message &amp;quot;Stray Panda(Tame) died from starvation&amp;quot;. How can you feed animals in your zoo, my dwarfs seems to not do it?&lt;br /&gt;
:If they starve, it's because '''you need to let them graze'''. Pandas in particular can only graze on bamboo. --[[User:Quietust|Quietust]] 15:13, 1 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
&lt;br /&gt;
:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;br /&gt;
&lt;br /&gt;
== Releasing an animal from cage ==&lt;br /&gt;
When you buy animals in cages, the only way to release them seems to be making them available for being taken as pets and then assigning them to pastures.&lt;br /&gt;
&lt;br /&gt;
== Items teleporting from creatures killed in cages ==&lt;br /&gt;
It says here and on I think magma page that the items of creatures killed by magma while inside a cage will teleport to the place where the creature was caged, but even though my preferred method of emptying my nickel cages of goblins is letting them soak in a magma bath I've never seen this happening. And this is after disposing I believe some hundreds of goblins this way. Their clothes will stay on the spot the cage was when they died and not magically teleport to my entrance and promptly burn to a crisp. After obsidian casting I just reclaim my cages and the resulting goblinite for melting. If someone has evidence of this happening in recent versions of the game, please upload a vidoe of it happening or at least say here that it does happen. Otherwise I'll remove the comments from where they are in a few days. --[[User:Egodeus|Egodeus]] 06:58, 1 July 2011 (UTC)&lt;br /&gt;
:I believe that section was carried over from 40d page, where it was mentioned and rumored to happen. I haven't heard of any such event for 2010, myself. [[User:AutomataKittay|AutomataKittay]] 09:49, 1 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150940</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150940"/>
		<updated>2011-07-01T09:49:47Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Items teleporting from creatures killed in cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v0.31.21==&lt;br /&gt;
&amp;quot;Update: As of v0.31.21, using the above method to disarm hostiles will only come into effect after the cages with hostiles in them have been built. Use b-j-x to select the cage with the hostile in the build menu and then after completion they will be stripped and disarmed.&amp;quot;&lt;br /&gt;
In my current fort (v0.31.25)this does not seem to be the case. I can strip goblins naked and disarm them without building the cages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage your dwarfs and save them later ==&lt;br /&gt;
&lt;br /&gt;
I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
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:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
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== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
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I've got the same problem when set up my zoo. You can't say that animal lifespan is over if you get message &amp;quot;Stray Panda(Tame) died from starvation&amp;quot;. How can you feed animals in your zoo, my dwarfs seems to not do it?&lt;br /&gt;
:If they starve, it's because '''you need to let them graze'''. Pandas in particular can only graze on bamboo. --[[User:Quietust|Quietust]] 15:13, 1 June 2011 (UTC)&lt;br /&gt;
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==Infinite Air in Cages==&lt;br /&gt;
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I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
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== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
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== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
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== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
&lt;br /&gt;
:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;br /&gt;
&lt;br /&gt;
== Releasing an animal from cage ==&lt;br /&gt;
When you buy animals in cages, the only way to release them seems to be making them available for being taken as pets and then assigning them to pastures.&lt;br /&gt;
&lt;br /&gt;
== Items teleporting from creatures killed in cages ==&lt;br /&gt;
It says here and on I think magma page that the items of creatures killed by magma while inside a cage will teleport to the place where the creature was caged, but even though my preferred method of emptying my nickel cages of goblins is letting them soak in a magma bath I've never seen this happening. And this is after disposing I believe some hundreds of goblins this way. Their clothes will stay on the spot the cage was when they died and not magically teleport to my entrance and promptly burn to a crisp. After obsidian casting I just reclaim my cages and the resulting goblinite for melting. If someone has evidence of this happening in recent versions of the game, please upload a vidoe of it happening or at least say here that it does happen. Otherwise I'll remove the comments from where they are in a few days. --[[User:Egodeus|Egodeus]] 06:58, 1 July 2011 (UTC)&lt;br /&gt;
:I believe that section was carried over from 40d page, where it was mentioned and rumored to happen. I haven't heard of any such event for 2010, myself. [[User:AutomataKittay|AutomataKittay]] 09:49, 1 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=150939</id>
		<title>v0.31:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Anvil&amp;diff=150939"/>
		<updated>2011-07-01T09:44:00Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Acquiring an Anvil */  Humans don't have guild representatives currently in vanilla&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:27, 20 January 2011 (UTC)}}{{av}}'''Anvils''' are required to build {{L|forge}}s, either conventional or {{L|magma forge|magma powered}}. At least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, including {{L|weaponsmith}}ing, {{L|armorsmith}}ing, {{L|blacksmith}}ing and {{L|Metal crafter|metal crafting}}.  &lt;br /&gt;
&lt;br /&gt;
Smithing an anvil uses the blacksmithing skill.&lt;br /&gt;
&lt;br /&gt;
Since the only way to ''make'' an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony, either before embark or by later trading. Anvils require three {{L|metal}} {{L|bar}}s (currently only one bar{{bug|130}}) to be {{L|smith}}ed at a forge - once you have one to begin with. As this is an infinite loop, the origins of the first anvil are hard to discern.[[#Anvil_Origins?|*]]&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
A standard (no quality) iron anvil is included by default in {{L|starting build|starting equipment}}, arriving with your dwarves in your {{L|wagon (embark)|wagon}}, though it is possible for no anvils to be available during the embark screen. If you choose not to bring an anvil, you are refunded the 100 point cost, to be used for other purchases of items or skills.  You will then have to {{L|trade}} for your first anvil with the dwarven (autumn) or {{L|human}} {{L|caravan}}s that usually (but not always!) carry one or more {{L|iron}} anvils (at a cost of 100☼), and/or {{L|steel}} anvils. If this fails the first time around, you may also request one from the {{L|dwarven liaison}}, if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan. &lt;br /&gt;
&lt;br /&gt;
Once you have an anvil and have built a {{L|forge}}, {{L|smith}}ing an anvil requires one bar of metal. &lt;br /&gt;
&lt;br /&gt;
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, {{L|melt}}ed, or re-used to build another forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of {{L|iron}}, {{L|steel}} or {{L|adamantine}}. Rarely, dwarves in {{L|strange mood}}s will make anvils out of other metals, and these can be used in any forge.  The material used does not seem to affect the performance of the forge.  Neither does the anvil's quality. &lt;br /&gt;
&lt;br /&gt;
Anvils are considered {{L|furniture}} and will be stored in a furniture {{L|stockpile}} if not utilized in a forge.&lt;br /&gt;
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== Anvil Origins? ==&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* One theory of the anvils origin is that a dwarf struck by a {{L|strange mood}} made one of {{L|stone}} or {{L|bone}}. Another more radical theory put forward by dwarven philosopher [[Urist]] McTaggart is that the first one was made of {{L|wood}} in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an {{L|elf}} sympathizer by an angry {{L|mayor}} who had a strange fondness for {{L|glass}}.&lt;br /&gt;
* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies.  It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the {{L|elves}} was the domestication of forest animals.&amp;lt;br/&amp;gt;There are questions regarding the implications of this revelation, however.  Skeptics question how the anvil was created without a {{L|hammer}}, how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.&amp;lt;br/&amp;gt;Dwarven scholars suggest that the first anvils were made of {{L|stone}}, not metal, and were little more than flattened stone {{L|block}}s, chipped with flint or {{L|obsidian}}.  This possibility has sparked an interest among dwarf nerds in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.&lt;br /&gt;
* One researcher posits that all anvils originate from the FirstAnvil.  Where does it come from?  The FirstAnvil, of course.  It's [http://en.wikipedia.org/wiki/Turtles_all_the_way_down anvils all the way down.]&lt;br /&gt;
* Regardless of dwarven theories some humans believe that there must have been early technologies to produce an anvil without the usage of a hammer or an anvil. While improving the production of anvils through the dissemination and use of anvils over the centuries, the original method was forgotten. Dwarven philosophers argue that dwarven technology has always been driven by perfection from the beginning and nothing was developed over time. Besides, dwarven history never forgets.&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Leather&amp;diff=150902</id>
		<title>v0.31 Talk:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Leather&amp;diff=150902"/>
		<updated>2011-06-30T01:57:05Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: &lt;/p&gt;
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&lt;div&gt;==Leather Properties==&lt;br /&gt;
Had an argument with someone, but just to confirm - all leather, no matter the source, has the same protective value when made into armor, right? Dragon leather armor is worth more, but isn't actually more durable or provide more protection than kitten leather? I mean, I know the quality level adds to the Armor User skill or whatnot. (Note to self: investigate mode where dragon leather armor provides fire immunity.) [[User:Ancient History|Ancient History]] 15:39, 4 June 2010 (UTC)&lt;br /&gt;
:Leather and chitin are separate materials and actually have different properties, so leather armor does '''not''' have the same properties as chitin armor. However, it does appear that all types of leather are equivalent to one another, as the creatures themselves don't appear to alter the properties of their corresponding leather materials - cat leather armor would provide the same protection as elephant leather armor. --[[User:Quietust|Quietust]] 16:00, 4 June 2010 (UTC)&lt;br /&gt;
::I read somewhere that leather made from fireproof creatures is fireproof.  Haven't confirmed it or anything, but it might be worth looking into. --[[User:Theothersteve7|Theothersteve7]] 15:20, 29 June 2011 (UTC)&lt;br /&gt;
:::Try using fire imp leather in arena mode, and dropping magma on the poor bugger wearing it, haven't tried dragon leather, but should be findable in raw. Always had it being left around even after the corpse burns off. Nethercap equipments don't stays around, though, I think it either loses it's cold property after being manfactured, or arena mode's a bit odd. As far as I know, chitin's got same stats as bone, according to raw, which's better than leather (I believe ). However, fire/magma proof don't really provide additional protection against such horrible effect of inferno, but at least it won't burn... [[User:AutomataKittay|AutomataKittay]] 01:57, 30 June 2011 (UTC)&lt;br /&gt;
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==Chitin==&lt;br /&gt;
Has anyone been able to use chitin to make leather products besides armor? Chitin crafts, chitin bags? [[User:Ancient History|Ancient History]] 03:31, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FB leather==&lt;br /&gt;
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I was disappointed to see that the forgotten beast leather was only worth 5.  5?  Come on!  It should be at least as valuable as that of a dragon! I assume the meat and other biproducts are also worthless?--[[User:Kwieland|Kwieland]] 04:41, 11 May 2011 (UTC)&lt;br /&gt;
:Forgotten Beasts have value of only 1, as far as I know, I don't think there're any way to 'adjust' the value since it's randomly genned [[User:AutomataKittay|AutomataKittay]] 01:57, 30 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=150835</id>
		<title>v0.31 Talk:Gem setter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=150835"/>
		<updated>2011-06-28T10:39:43Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* trade caravans with weapons encrusted with gems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Gem Set Ammo ==&lt;br /&gt;
What is the benefit of encrusting ammo with gems? --[[User:Twilightdusk|Twilightdusk]] 23:25, 19 November 2010 (UTC)&lt;br /&gt;
:Aesthetic. --[[User:Another|Another]] 15:36, 20 November 2010 (UTC)&lt;br /&gt;
:: &amp;quot;The goblin admires the gems encrusting the arrow as it passes through his skull&amp;quot; --[[User:Djsmiley2k|Djsmiley2k]] 11:41, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What can and can't be encrusted? ==&lt;br /&gt;
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I locked my gem setter in with a pile of cut green glass &amp;quot;gems&amp;quot; and various bits of undecorated furniture.  At some point I got &amp;quot;Urist McShiny, Gem Setter cancels Encrust Furniture With green glass: Needs improvable furniture item that isn't a bin.&amp;quot;  The first time I got this, the only furniture he hadn't touched were green glass cabinets... OK, I thought, maybe he can't improve glass with glass.  I could see that.&lt;br /&gt;
&lt;br /&gt;
Next time I got that, there were 3 untouched metal cages -- a (+zinc cage+), a +lead cage+, and a *rose gold cage*.  He wouldn't encrust any of them with green glass.  --[[User:Greycat|Greycat]] 23:51, 21 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== trade caravans with weapons encrusted with gems ==&lt;br /&gt;
&lt;br /&gt;
are these just generated in world gen or something cause i got a bunch of turquoise encrusted training swords from my civ&lt;br /&gt;
:Yep, it's a worldgen thing, if you look at some items, particularly invader equipments, you can find stone decoration. Decorations are randomly generated, I believe. Also please sign your posts with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so we know who's saying what! [[User:AutomataKittay|AutomataKittay]] 10:39, 28 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=150834</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=150834"/>
		<updated>2011-06-28T10:29:19Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Rock Bars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for {{L|fortification}} - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
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)&lt;br /&gt;
* 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)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
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 &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* 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)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; 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 &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; 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.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*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)&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;create shell crafts&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
:I think that when dwarves are particularly tired, they sleep in the closest bed they can find as soon as they finish what they're doing.  My hunters often end up sleeping on the ground next to the butcher shop, apparently because they've been out hunting so long they're too tired to take another step after they return their kills.&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;br /&gt;
&lt;br /&gt;
== stray bunny kills 4 dogs ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.&lt;br /&gt;
&lt;br /&gt;
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related. &lt;br /&gt;
&lt;br /&gt;
I only realized what was going on when I got the first &amp;quot;stray dog bled to death&amp;quot; notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.&lt;br /&gt;
&lt;br /&gt;
Any clue why this happened, or where I should look to see?       - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)&lt;br /&gt;
:;&amp;quot;Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth.&amp;quot;&lt;br /&gt;
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Full-screen Problem ==&lt;br /&gt;
&lt;br /&gt;
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the scree in full, but the characters making it up are rather small, about the same size as they are in the windowed mode&lt;br /&gt;
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rock Bars ==&lt;br /&gt;
&lt;br /&gt;
This isn't about dwarves requesting these in fey moods, but I have a dwarven caravan asking for them in trade agreements. What does it mean? [[Special:Contributions/70.231.250.12|70.231.250.12]] 07:18, 27 June 2011 (UTC)&lt;br /&gt;
:Are you using older version? I believe it's because of rock being classified under metal, and so rock bar really means metal bars, if they're using process to identify things as moods does. I suspect it's been fixed in most recent version (Not sure on this, I haven't tested ). [[User:AutomataKittay|AutomataKittay]] 07:59, 27 June 2011 (UTC)&lt;br /&gt;
::I'm pretty sure I'm using the current version. Has it been updated within the last couple of weeks? [[Special:Contributions/70.231.250.12|70.231.250.12]] 17:32, 27 June 2011 (UTC)&lt;br /&gt;
:::Nope, I'm still using .18, I heard that the stockpile setting was fixed by .25. If fey mood's still asking for rock bar and goes to get metal bars, it's probably still the same. [[User:AutomataKittay|AutomataKittay]] 10:29, 28 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=150760</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=150760"/>
		<updated>2011-06-27T07:59:58Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Rock Bars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for {{L|fortification}} - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
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)&lt;br /&gt;
* 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)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
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 &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* 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)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; 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 &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; 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.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*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)&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;create shell crafts&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
:I think that when dwarves are particularly tired, they sleep in the closest bed they can find as soon as they finish what they're doing.  My hunters often end up sleeping on the ground next to the butcher shop, apparently because they've been out hunting so long they're too tired to take another step after they return their kills.&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
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== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;br /&gt;
&lt;br /&gt;
== stray bunny kills 4 dogs ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's a bug, but I had one of my (baby, tame) rabbits go rogue and take out a pack of (adult, tame) stray dogs awaiting training in my new (7 day old) fortress. I'm not sure if it was a bug or not.&lt;br /&gt;
&lt;br /&gt;
I'm still trying to parse the reports to find out who started it. There was only one wild animal (a buck rabbit), on the surface, and I hadn't reached any caverns yet... Not sure if it's related. &lt;br /&gt;
&lt;br /&gt;
I only realized what was going on when I got the first &amp;quot;stray dog bled to death&amp;quot; notice, and the other three repeated the act before I honestly believed they were fighting the bunny.  The bunny, btw, has a dented paw and a bruised mouth, but otherwise seems fine. Just to be sure, his inventory showed that he wasn't carrying a switchblade.&lt;br /&gt;
&lt;br /&gt;
Any clue why this happened, or where I should look to see?       - [[User:Teres Draconis|jaz]] 22:34, 1 April 2011 (UTC)&lt;br /&gt;
:;&amp;quot;Follow only if ye be men of valour, for the entrance to this cave is guarded by a creature so foul, so cruel that no man yet has fought with it and lived. Bones of full fifty men lie strewn about its lair. So, brave dwarves, if you do doubt your courage or your strength, come no further, for death awaits you all with nasty, big, pointy teeth.&amp;quot;&lt;br /&gt;
:That aside, animals get ornery in 0.31.19+ if they're overcrowded. --[[User:Quietust|Quietust]] 00:55, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Full-screen Problem ==&lt;br /&gt;
&lt;br /&gt;
I have searched all over the site but was unable to find an answer to my problem. For some reason, full-screen stopped working properly after 31.11 All versions after that failed to scale the view properly leaving a box in the top corner and the rest of the screen black. If anyone has had this problem or knows a fix to it, feel free to chime in. -- Correction: the newest version now shows the scree in full, but the characters making it up are rather small, about the same size as they are in the windowed mode&lt;br /&gt;
--[[User:Mhyder|Mhyder]] 22:17, 29 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rock Bars ==&lt;br /&gt;
&lt;br /&gt;
This isn't about dwarves requesting these in fey moods, but I have a dwarven caravan asking for them in trade agreements. What does it mean? [[Special:Contributions/70.231.250.12|70.231.250.12]] 07:18, 27 June 2011 (UTC)&lt;br /&gt;
:Are you using older version? I believe it's because of rock being classified under metal, and so rock bar really means metal bars, if they're using process to identify things as moods does. I suspect it's been fixed in most recent version (Not sure on this, I haven't tested ). [[User:AutomataKittay|AutomataKittay]] 07:59, 27 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150729</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150729"/>
		<updated>2011-06-26T07:48:14Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Pump Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
In a different tack. In the notes section it is mentioned that pumps do not pump 1/7 amounts of liquids, but at least my pumps do in an unmodded version. If no one corrects me I'm going to change that in a few days. --[[User:Egodeus|Egodeus]] 14:50, 20 May 2011 (UTC)&lt;br /&gt;
:Could you record a movie of this and upload it to DFMA? I just tried this with water, and a screw pump would '''not''' move it from the source tile unless it was at least 2/7 deep. --[[User:Quietust|Quietust]] 16:12, 20 May 2011 (UTC)&lt;br /&gt;
::I'll try to do that once I get the chance. I'm going out of town for the weekend so probably not going to happen before next tuesday. --[[User:Egodeus|Egodeus]] 05:52, 23 June 2011 (UTC)&lt;br /&gt;
:I've done a lot of pumping, and it always drains water to 0/7 in the tile being pumped out when it can, assuming it's powered. Non-empty tiles are mostly when surrounded by water and flowing in anyway from pressure. [[User:AutomataKittay|AutomataKittay]] 09:06, 23 June 2011 (UTC)&lt;br /&gt;
::Perhaps there is confusion in this discussion due to terminology? I'm thinking, perhaps, pumps will not '''start''' pumping unless the source is at least 2/7 deep, but it will still '''drain''' the source to 0/7 if it had enough to start pumping? Just a thought... I haven't tested this. Also, I vaguely seem to recall a technical discussion on how water flows in DF that claimed the water level in a tile can, sometimes, fluctuate too fast to be updated on the screen. Perhaps the water was fluctuating like this between 1/7 and 2/7? --[[User:Thundercraft|Thundercraft]] 21:38, 25 June 2011 (UTC)&lt;br /&gt;
:::I think you're right, did a quick test to verify. It won't pump 1/7 out, but will completely empty 2/7 when ran on manual. My mistake about the always emptying out, it's either evaporation or just not pumping everything down to 1/7. I haven't tried powered, but I'd imagine the behavior would be the same. [[User:AutomataKittay|AutomataKittay]] 07:48, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
The entry implies that you can pump magma with a pump containing some wooden parts.  This is very misleading because while you can fill an area on the other side of it with some magma, the pump pretty much instantly catches on fire, and within a couple minutes will fall apart.--[[User:Krenn|Krenn]] 06:40, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Desalinating water ==&lt;br /&gt;
&lt;br /&gt;
Can someone add an idiot-proof explanation for how pumps desalinate water? I can't get it to work.&lt;br /&gt;
&lt;br /&gt;
Here's my setup:&lt;br /&gt;
&lt;br /&gt;
  (saltwater lake)&lt;br /&gt;
    %&lt;br /&gt;
 ╔═0%0&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║▲++║&lt;br /&gt;
 ╚═══╝&lt;br /&gt;
  ▲&lt;br /&gt;
&lt;br /&gt;
Pump pumping north to south from the lake, ramps put in for access while constructing, floor built under first tile of the pump. When I order the pump to be started, the reservoir gets filled. I stopped the pumping before the reservoir overfilled, then designated the level above as a zone. Water source does not highlight, and designating it doesn't work.&lt;br /&gt;
&lt;br /&gt;
Initially I did the above but had not built a floor tile under the exit end of the pump, which did not work. I removed the pump, put in the floor, waited for all the water to evaporate and tried again - no dice. Does that mean mud will contaminate the water and make it salty?&lt;br /&gt;
:See [[Salt_water]] - you have to pump the salt water into a completely constructed cistern. The water inside the cistern will be desalinated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
========desalination not as simple as portrayed 9/22/2010&lt;br /&gt;
I built a basalt cistern.  Basalt floor, basalt walls, basalt door into basalt floored pumping room. cistern fills, holds water, not drinkable.&lt;br /&gt;
&lt;br /&gt;
cistern is constructed from rock hauled up the mountain.&lt;br /&gt;
&lt;br /&gt;
does the cistern need to be made of blocks or bars?&lt;br /&gt;
&lt;br /&gt;
I must be an idiot though because after 3 days trying with the wiki and youtube open I still can't get a single level of pump stack to work either.&lt;br /&gt;
&lt;br /&gt;
== Pumping FPS ==&lt;br /&gt;
&lt;br /&gt;
I have built about 110 pumps in a stack to get magma to the surface. After I have turned them on, the FPS dropped to &amp;lt;1 (with typical FPS about ~60) until all stack containments filled up to the 7/7. [[User:WFrag|WFrag]] 06:24, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: http://www.bay12forums.com/smf/index.php?topic=72296.0 [[User:WFrag|WFrag]] 11:27, 25 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== They only stack one way if you dig correctly == &lt;br /&gt;
Worth noting that due to the way the power is transmitted from one pump to the next, if you have any problems of this nature it's because the inlet hole and power transmition holes are not dug correctly -- one level is '1010' and the next level is '0101', repeated as many times as is necessary.  If you dig the holes correctly, then the pumps will only allow you to build them one way -- the way that will work.  This confused me for a good while! [[User:FleshForge|FleshForge]] 01:10, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
FYI These are extraordinarily dangerous - if you didn't channel your aquifer access, dorfs slip and drown when using pumps.&lt;br /&gt;
&lt;br /&gt;
== Necessity of pump stacks ==&lt;br /&gt;
&lt;br /&gt;
Here's the thing that I've never understood: If I dig a set of Up/Down stairs straight down, and then position a pump stack to pump water into the stairs, water will get pushed into the stairwell. This water has nowhere to go but up, and eventually rises up the stairwell. So why do we need pump stacks in the first place? Why not just pump into a vertical aqueduct? --[[User:Romeofalling|Romeofalling]] 02:57, 1 October 2010 (UTC)&lt;br /&gt;
:Er, pumps don't work that way - they can't lift a liquid higher than the Z-level of the pump output tile. Thus, if you have water on Z=120 and you need to move it up to Z=140, you '''need''' twenty screw pumps. --[[User:Quietust|Quietust]] 04:49, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== power output ==&lt;br /&gt;
&lt;br /&gt;
How much power does the pump transfer? And given no other power source, what's the limit of pumps that a single dwarf could hand-power? [[User:Uzu Bash|Uzu Bash]] 00:31, 20 October 2010 (UTC)&lt;br /&gt;
:Power transfer?  As much as is supplied, minus the 10 points for running the pump.  Dwarf-power?  Just the one he's operating. --[[User:DeMatt|DeMatt]] 00:33, 20 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=150647</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=150647"/>
		<updated>2011-06-23T18:51:59Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Happy Thoughts */  clarification on admiring object thought&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of the {{l|Dwarves}} in {{l|Dwarf fortress mode|Fortress Mode}}.  Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a Thought.  The rate at which a dwarf gains certain thoughts is controlled by {{l|personality}}.&lt;br /&gt;
&lt;br /&gt;
Dwarven psychology is relatively simple.  There are Good Thoughts and Bad Thoughts.  Lots of Good Thoughts will make your dwarves ecstatic {{l|party|party animals}} who have lots of {{l|children}}.  Too many Bad Thoughts and your dwarvese will throw {{L|tantrum|tantrums}}.  Too many tantrums and the Bad Thoughts will {{l|Fun|spread}}.  If you wish to avoid Bad Thoughts, please consult ways of {{L|keeping your dwarves happy}}.&lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.  To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.  A dwarf's level of happiness will affect the type of {{L|strange mood}} they fall into should they be chosen for one.&lt;br /&gt;
&lt;br /&gt;
Below are thoughts your dwarves may experience over the course of a game.  For a full list of the game's programmed thoughts (whether or not they appear in gameplay), please see the {{l|List of Dwarven Thoughts}}.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|doesn't have to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of {{L|furniture}} and noticed it. Influenced by value, not quality as implied by the thought &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|usually from {{L|healthcare|Clean Patient}}&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a wonderfull {{L|creature}} in a {{L|cage}} recently&lt;br /&gt;
|Passed near a caged favorite creature.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Ate a legendary meal lately&lt;br /&gt;
|Dwarf ate a prepared meal of Legendary quality.  Might be influenced by preferences.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent) {{L|booze|drink}} lately&lt;br /&gt;
|Dwarf drank alcohol they have a {{L|preference}} for.  The thought is happier if the booze is home-brewed.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering {{L|Justice}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon {{l|death|die}}.&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a {{l|well}} was available&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to {{l|miasma}}&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a {{l|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to {{l|sleep}} because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|{{l|Noble}} dwarf is jealous of a lower-ranked dwarf's room and will soon go {{l|insanity|insane}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory {{l|bedroom}}.  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the {{l|office}} provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble wants a better {{l|dining room}}.&lt;br /&gt;
|-&lt;br /&gt;
|Worried greatly about not having a tomb after gaining another year &lt;br /&gt;
|Noble dwarf is upset about lacking a {{l|tomb}} on their birthday.&lt;br /&gt;
|-&lt;br /&gt;
|Worried about having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year &lt;br /&gt;
|As above, but the dwarf has a tomb, just one that isn't good enough&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf {{l|demand|demanded}} something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a {{l|mandate}} that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established {{l|Justice}} system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in {{l|jail|prison}}.&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping, or Dwarf is a {{l|ambusher|Hunter}}.  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with {{l|fly|flies}}.&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to {{L|vermin}} that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the {{l|miasma|rotten}} corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dwarf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|{{L|Justice}} served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a {{l|cave-in}}.  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a {{l|fire}} or {{l|dust}} from a cave-in.&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall or allowing a masterful meal to rot away.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Newly drafted into a [[military]] squad as a recruit.&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf without civilian skills is removed from active duty.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by) long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training) for more than one month (one for complaining, two for growing enraged).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=150643</id>
		<title>v0.31:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=150643"/>
		<updated>2011-06-23T13:09:34Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: Material amount needed for paved road&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Roads''' are a construction which paves over large sections of flat terrain. They are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul materials (if any) to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your Architect to get materials from. Broken bolts will not show up on tiles with paved roads; paving your archery ranges can keep them looking neat. You will need one fourth of the tiles plus one ( Tile/4+1 ) the road would cover of material to construct it, the usage is not reduced by unpavable areas such as walls and statues.&lt;br /&gt;
&lt;br /&gt;
== World Gen Roads ==&lt;br /&gt;
[[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During [[World Generation]] roads are created connecting [[Human]] sites.  Also, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark.&lt;br /&gt;
&lt;br /&gt;
Roads generated during world gen are 7 tiles wide, bridges have walls on their sides and are 5 tiles wide.&lt;br /&gt;
&lt;br /&gt;
Deconstructing a World Gen Road can be a valuable source of stone blocks in aquifer areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=150640</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=150640"/>
		<updated>2011-06-23T12:06:43Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Building Bridges */  amount needed to build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:21, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defence. Using them to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by {{L|pump}}, {{L|river}} or hydrostatic anything) and needs a wide tunnel.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of {{L|metal}}, {{L|stone}} or {{L|wood}}. They are first designed by an {{L|architect}}, then require a specialist worker for the material used (e.g. a {{L|mason}} for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it, up to a maximum size of 10 squares in each direction. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
'''Materials'''&lt;br /&gt;
when choosing materials the order that they are presented on the list determines how the bridge will be labeled NOT WHAT ORDER YOU PICK THE MATERIALS! the highest one up on the list is the core construction material. this will define the color of the bridge (and possibly how fire resistant it is??&amp;lt;-not tested yet). materials are placed on the list in order of distance. so simply make sure the primary material is the closest or at least closer than any secondary materials you wish to use. You will need number of tiles divided by four plus one ( Tiles/4+1 ) of material to build the bridge.&lt;br /&gt;
&lt;br /&gt;
Material does not appear to influence dragonfire which will destroy bridges.  Some magma-safe materials including iron have proven non-resistant, (Needs further testing)&lt;br /&gt;
&lt;br /&gt;
==Raising and Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a {{L|mechanic's workshop}} and a dwarf with the {{l|mechanics}} labor activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the length of the bridge. The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing eachother, with no space inbetween. For added effect, place {{L|pressure plates}} on both ends to raise the bridge when steped on, to fling them, if there is a {{L|floor}} directly above, they will be stunned, (If there is a floor beneath the brige) and if nobody is on the pressure plate, they have to be lucky to not be smashed on the smashed when the bridges come down. (If there is no floor beneath the bridge) they will fall, sometimes into something {{L|water|very,}} {{L|magma|very}} {{L|megabeast|bad.}}&lt;br /&gt;
&lt;br /&gt;
Walls cannot be built along map edges.  Because bridges can be built along map edges and then raised to act as walls, they can be used to control where enemies spawn on the map.  &lt;br /&gt;
&lt;br /&gt;
The lowering of a drawbridge can also be used as a {{L|dwarven atom smasher|waste disposal}} for unwanted stones, {{L|refuse}}, {{l|goblin}}s (dead or alive), legendary {{l|cheese}} makers and {{L|nobles}}, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a sufficiently large creature (such as a {{L|forgotten beast}}) simply destroys the bridge.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Retractable bridges will not retract when a mounted unit (a unit riding another) is on the bridge. Attempting to do so will create odd results if multiple bridges are connected to the same lever[http://www.youtube.com/watch?v=mS5f_Snz-Y8].&lt;br /&gt;
*This is true except that I was able to retract the bridge if only 1 or 2 mounted units were standing on it.  Could it have to do with a weight limit? &lt;br /&gt;
*Can't retract bridge with 7 goblins on. Seems like a weight limit...&lt;br /&gt;
*The same applies to raiseable bridges.&lt;br /&gt;
&lt;br /&gt;
The above is not true.  Bridges will not operate if any one creature of size 1200000 is on them.  This weight limit is not cumulative.  A bridge will still retract if a hundred goblins are standing on it, but a single rutherer accompanying those goblins will prevent the bridge from operating.  This limit is the same for retracting or raising bridges.&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&lt;br /&gt;
&lt;br /&gt;
Non-[[magma-safe]] bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge.  This is also true if a dragon breathes fire across your bridge.&lt;br /&gt;
&lt;br /&gt;
Bridges do not provide structural support -- but the game thinks they do. Sorry two random masons. I already forgot you.&lt;br /&gt;
&lt;br /&gt;
Traders might expect 5 tiles wide bridges. One tile width apparently wasn't good enough for them and they went insane. (.31.12)&lt;br /&gt;
&lt;br /&gt;
A raised bridge cannot be linked to a lever from the inside.&lt;br /&gt;
&lt;br /&gt;
You can steal from traders with bridges (depends on the bridge's thieving skill).{{bug|3128}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
SELF CLEANING BRIDGE&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ever have a horde of goblins sitting on your bridge and preventing you from admiring the elegant beauty of your entrance? I have a simple solution for you!!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know what you may be thinking.  How could my bridge, with a dozen goblins standing on it, be raised? You would be right!  A normal bridge can't!.  But, with a little careful design and some dwarven ingenuity, you too can make a bridge that will stop almost any foe!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 1: Build a pit!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don't just build any pit; it needs a special shape for the bridge to function properly:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: x = channeled out section   . = solid ground&amp;lt;br /&amp;gt;&lt;br /&gt;
...EXIT....&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x.xxxx.x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.xxxxxxxx..&amp;lt;br /&amp;gt;&lt;br /&gt;
.ENTRANCE..&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 If this is your only entrance, be careful to leave ramps at the corners so your dwarves can travel through.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 2: Bridges.  Plural. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be making many small bridges.  Each letter designates an individual bridge (FIRE PROOF MATERIALS ARE STRONGLY RECOMMENDED).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt; &amp;gt; = bridge lifting direction  (A) = bridge &amp;quot;A&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
...EXIT....&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;A)(B&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;C)(D&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;E)(F&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;G)(H&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x&amp;lt;I)(J&amp;gt;x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.x(KKKK)x..&amp;lt;br /&amp;gt;&lt;br /&gt;
.ENTRANCE..&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice that &amp;quot;K&amp;quot; has no opening direction, because it needs to retract so you can use catapults or ballista to hit pests around the entrance.  In this design the exit bridges are all 3 x 1 in size.&lt;br /&gt;
This can be any length or width (up to 20 spaces wide). Only the basic shape is important.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step 3: Arming the trap! &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the most simple step, but also probably the longest one.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link all of individual bridges to ONE lever.  Yeah, it takes a bit, but it's worth it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Step FINAL: Destruction. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait for some unsuspecting victims to begin crossing your bridge, and then flip the lever. Getting proper timing down will likely take practice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anything small will be tossed up into the air and then fall into your pit. Anything too large for the bridges to lift (titans) will still be trapped and waiting for your archers / siege weapons / other nefarious plans.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: we are not responsible for inept or lazy dwarves that fail to operate the bridge. Standing on the bridge when the lever is pulled may result in injury or death. Many goblins were harmed during the design of this bridge... and some dwarves. &lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150627</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150627"/>
		<updated>2011-06-23T09:06:13Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Pump Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
In a different tack. In the notes section it is mentioned that pumps do not pump 1/7 amounts of liquids, but at least my pumps do in an unmodded version. If no one corrects me I'm going to change that in a few days. --[[User:Egodeus|Egodeus]] 14:50, 20 May 2011 (UTC)&lt;br /&gt;
:Could you record a movie of this and upload it to DFMA? I just tried this with water, and a screw pump would '''not''' move it from the source tile unless it was at least 2/7 deep. --[[User:Quietust|Quietust]] 16:12, 20 May 2011 (UTC)&lt;br /&gt;
::I'll try to do that once I get the chance. I'm going out of town for the weekend so probably not going to happen before next tuesday. --[[User:Egodeus|Egodeus]] 05:52, 23 June 2011 (UTC)&lt;br /&gt;
:I've done a lot of pumping, and it always drains water to 0/7 in the tile being pumped out when it can, assuming it's powered. Non-empty tiles are mostly when surrounded by water and flowing in anyway from pressure. [[User:AutomataKittay|AutomataKittay]] 09:06, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
The entry implies that you can pump magma with a pump containing some wooden parts.  This is very misleading because while you can fill an area on the other side of it with some magma, the pump pretty much instantly catches on fire, and within a couple minutes will fall apart.--[[User:Krenn|Krenn]] 06:40, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Desalinating water ==&lt;br /&gt;
&lt;br /&gt;
Can someone add an idiot-proof explanation for how pumps desalinate water? I can't get it to work.&lt;br /&gt;
&lt;br /&gt;
Here's my setup:&lt;br /&gt;
&lt;br /&gt;
  (saltwater lake)&lt;br /&gt;
    %&lt;br /&gt;
 ╔═0%0&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║▲++║&lt;br /&gt;
 ╚═══╝&lt;br /&gt;
  ▲&lt;br /&gt;
&lt;br /&gt;
Pump pumping north to south from the lake, ramps put in for access while constructing, floor built under first tile of the pump. When I order the pump to be started, the reservoir gets filled. I stopped the pumping before the reservoir overfilled, then designated the level above as a zone. Water source does not highlight, and designating it doesn't work.&lt;br /&gt;
&lt;br /&gt;
Initially I did the above but had not built a floor tile under the exit end of the pump, which did not work. I removed the pump, put in the floor, waited for all the water to evaporate and tried again - no dice. Does that mean mud will contaminate the water and make it salty?&lt;br /&gt;
:See [[Salt_water]] - you have to pump the salt water into a completely constructed cistern. The water inside the cistern will be desalinated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
========desalination not as simple as portrayed 9/22/2010&lt;br /&gt;
I built a basalt cistern.  Basalt floor, basalt walls, basalt door into basalt floored pumping room. cistern fills, holds water, not drinkable.&lt;br /&gt;
&lt;br /&gt;
cistern is constructed from rock hauled up the mountain.&lt;br /&gt;
&lt;br /&gt;
does the cistern need to be made of blocks or bars?&lt;br /&gt;
&lt;br /&gt;
I must be an idiot though because after 3 days trying with the wiki and youtube open I still can't get a single level of pump stack to work either.&lt;br /&gt;
&lt;br /&gt;
== Pumping FPS ==&lt;br /&gt;
&lt;br /&gt;
I have built about 110 pumps in a stack to get magma to the surface. After I have turned them on, the FPS dropped to &amp;lt;1 (with typical FPS about ~60) until all stack containments filled up to the 7/7. [[User:WFrag|WFrag]] 06:24, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: http://www.bay12forums.com/smf/index.php?topic=72296.0 [[User:WFrag|WFrag]] 11:27, 25 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== They only stack one way if you dig correctly == &lt;br /&gt;
Worth noting that due to the way the power is transmitted from one pump to the next, if you have any problems of this nature it's because the inlet hole and power transmition holes are not dug correctly -- one level is '1010' and the next level is '0101', repeated as many times as is necessary.  If you dig the holes correctly, then the pumps will only allow you to build them one way -- the way that will work.  This confused me for a good while! [[User:FleshForge|FleshForge]] 01:10, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
FYI These are extraordinarily dangerous - if you didn't channel your aquifer access, dorfs slip and drown when using pumps.&lt;br /&gt;
&lt;br /&gt;
== Necessity of pump stacks ==&lt;br /&gt;
&lt;br /&gt;
Here's the thing that I've never understood: If I dig a set of Up/Down stairs straight down, and then position a pump stack to pump water into the stairs, water will get pushed into the stairwell. This water has nowhere to go but up, and eventually rises up the stairwell. So why do we need pump stacks in the first place? Why not just pump into a vertical aqueduct? --[[User:Romeofalling|Romeofalling]] 02:57, 1 October 2010 (UTC)&lt;br /&gt;
:Er, pumps don't work that way - they can't lift a liquid higher than the Z-level of the pump output tile. Thus, if you have water on Z=120 and you need to move it up to Z=140, you '''need''' twenty screw pumps. --[[User:Quietust|Quietust]] 04:49, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== power output ==&lt;br /&gt;
&lt;br /&gt;
How much power does the pump transfer? And given no other power source, what's the limit of pumps that a single dwarf could hand-power? [[User:Uzu Bash|Uzu Bash]] 00:31, 20 October 2010 (UTC)&lt;br /&gt;
:Power transfer?  As much as is supplied, minus the 10 points for running the pump.  Dwarf-power?  Just the one he's operating. --[[User:DeMatt|DeMatt]] 00:33, 20 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Memorial&amp;diff=150602</id>
		<title>v0.31:Memorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Memorial&amp;diff=150602"/>
		<updated>2011-06-22T12:20:35Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: How to find specific slab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 12 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Memorial&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|memorial hall|Memorial Hall}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Memorials''' are buildings which can be built from the {{k|b}}uild menu under {{k|Alt}}+{{k|s}}lab. They are made by an {{L|Engraver}} using an unengraved {{L|slab}} at the {{L|craftsdwarf's workshop}}. Once engraved, they can be built as an alternative to {{L|coffin}}s - failure to memorialize or entomb a deceased dwarf may lead to {{L|ghost|unexpected consequences}}. If you're having trouble finding which slab you want to place, use {{k|x}} to expand the list and find named or blank slabs.&lt;br /&gt;
&lt;br /&gt;
You can create a {{l|memorial hall}} from a memorial's {{k|q}}uery menu.&lt;br /&gt;
&lt;br /&gt;
Oddly, it is also possible to engrave memorials to {{L|goblin|invaders}} and even {{L|forgotten beast}}s. This can be used to create trophy halls full of goblin skeletons and weapons, or to memorialize a deceased warrior's kill list inside of his tomb.&lt;br /&gt;
&lt;br /&gt;
Memorials apparently do not work for merchants' escorts. You should get their bodies into a coffin.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Memorial&amp;diff=150601</id>
		<title>v0.31 Talk:Memorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Memorial&amp;diff=150601"/>
		<updated>2011-06-22T12:14:50Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do I build a Memorial? I've ordered my craftshop to engrave a slab, but how do I build the slab? I don't see it mentioned in the b&amp;gt;alt-s list anywhere. [[User:Wlievens|Wlievens]] 07:32, 22 June 2011 (UTC)&lt;br /&gt;
:Have you tried using x key to expand it? [[User:AutomataKittay|AutomataKittay]] 12:14, 22 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_quality&amp;diff=150576</id>
		<title>v0.31:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_quality&amp;diff=150576"/>
		<updated>2011-06-21T10:11:26Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Admiring furniture */  Quality unrelated to frequency of observation: Masterwork wood door observed as frequently as base quality gold hatch, latter makes for happier thought due to value.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''Go {{L|Room#Quality|here}} for information on {{L|Room}} quality&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ({{L|furniture}}, {{L|armor}}, {{L|bolts}}, etc.) &amp;amp;ndash; but not intermediate materials ({{L|bar}}s, {{L|block}}s, etc. except {{L|cloth}}, which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. {{L|Dye}}ing also has a quality level, as does {{L|Decoration|Decorating}}/Encrusting (with gems, leathers, cloth, etc) and {{L|engraving}}s. {{L|Cooking|Prepared}} foods have quality levels. &lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of {{L|thought|happiness}} a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's {{L|value}}.  That is, if there's a no-quality statue and a masterwork statue which have the exact same monetary value, they'll each give the same amount of happiness when admired (assuming the dwarves have no {{L|preference}} for the material of either statue). Furniture quality have no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a quote on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in DF2010:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vidumec&amp;diff=150558</id>
		<title>User talk:Vidumec</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vidumec&amp;diff=150558"/>
		<updated>2011-06-20T17:41:51Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why does it says that i don't have permission to create new pages, when i'm trying to upload my tileset?&lt;br /&gt;
:Have you read the Site Announcements on top? You need to request it at {{L|User_talk:Emi}} if you're too new. [[User:AutomataKittay|AutomataKittay]] 17:41, 20 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Workshop&amp;diff=150549</id>
		<title>v0.31 Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Workshop&amp;diff=150549"/>
		<updated>2011-06-20T10:13:52Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Concepts and Organization */  my 2c&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Concepts and Organization==&lt;br /&gt;
There is a lot of information on this page, mostly in list form.  I'd like to condense the lists into more generalized concepts, useful forms, or transfer some of the information to the specific workshop pages themselves.  Any suggestions are welcome!  I'm currently working on updating the individual workshop pages, but I have a feeling there is a better way to list the workshops within each tier (alphabetically, the order listed in-game, perhaps in some sub-category?).  Even the products could use similar attention.  -- [[User:DwarfNuke|DN]] 17:49 1 March 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
Yes, there is a lot of info. And it ''really'' needs to be corrected, updated and reformatted. But I'm opposed to condensing it down to generalizations. That would greatly diminish its usefulness. Despite its shortcomings, I find the Tier System handy to see at a glance how far removed end products are from the materials used. Using this to make comparisons allows me to judge the time and labor cost to produce goods and make decisions based on efficiency.&lt;br /&gt;
&lt;br /&gt;
As for organizing the Tier System better, I have a question:&lt;br /&gt;
'''Should {{L|container}}s be taken into consideration to determine the Tier?'''&lt;br /&gt;
Currently, a few workshops (Still, Quern, and Millstone) are listed to consider containers as part of the materials used and, as a result, the goods produced are classified much higher in the Tier than they would otherwise. But most workshops do not do this. I feel a rule should be decided upon to make the Tier System more consistent and clear. &lt;br /&gt;
&lt;br /&gt;
Should containers ever be considered part of the raw materials, such as when a certain container is absolutely necessary? Or should containers always be left out of Tier considerations? IMO, I feel the latter makes much more sense. First, containers usually store stacks of multiple items, so they don't count much toward the labor cost producing 1 unit of a finished good. Secondly, containers are reusable (with the exception of {{L|trading}} products such as liquids or powders to caravans that ''must'' be sold in a container). Since containers are reusable, the dwarf labor and time to make them is inconsequential compared with the actual goods. As long as the goods are consumed or used in the fort, containers are a one-time investment.&lt;br /&gt;
&lt;br /&gt;
If containers were always considered, then the Tiers of materials used and goods produced would have to be greatly expanded, making it vastly more complicated. For instance, bags produced from silk cloth should be Tier 2 because they only require a Tier 1 material. (Silk cloth comes from silk thread, which is produced automatically by a dwarf with the gather web labor. The latter does not require a workshop, so it's Tier 0.) But bags produced with Rope reed thread, Pig tail thread, or Yarn (from Wool) require more processing, so such bags are Tier 3. And anything stored in them would be Tier 4. Similarly, Alcohol can be stored in wood barrels (Tier 1), metal barrels (Tier 2), or a metal {{L|metal#Alloys_2|alloy}} barrel (Tier 3). And it can be stored in {{L|large pot|glazed large pots}} (Tier 2). This makes alcohol fit either Tier 2, Tier 3, or Tier 4, depending on the type and materials of the container. Then, when you try to determine the Tiers of workshops further down which use liquids or powders as ingredients, the complications get compounded. --[[User:Thundercraft|Thundercraft]] 09:15, 20 June 2011 (UTC)&lt;br /&gt;
:Containers required by processes should be considered, but not as part of the tiering. Would it be possible to consider just the raw material flow, with notes aside for resources that don't get used up, such as buckets, barrels and bags? Since containers aren't 'consumed', and made from such variety of materials, I don't feel it -should- be used to count tiers, rather, counting by how many steps from raw material the processes the workshop have is. What I'm unsure about is if just the processes itself should be regarded, or the highest-tier process the workshop have as is on the current list? [[User:AutomataKittay|AutomataKittay]] 10:13, 20 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=150545</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=150545"/>
		<updated>2011-06-20T07:54:10Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Leather vs Chain vs Plate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
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Extensive coverage testing of various armors and UB/LBSTEP reveals some buggy behavior:&lt;br /&gt;
&lt;br /&gt;
-The only way to protect [STANCE], [GRASP], [HEAD], or [UPPERBODY] parts (feet, hands, head, and upperbody) is with armor worn on them specifically(LOWERBODY parts may be protected by armor worn on the UPPERBODY as well as the LOWEBODY).&lt;br /&gt;
&lt;br /&gt;
-[LIMB]s (arms and legs) are correctly protected by armors, pants, gloves, and gauntlets with appropriate UBSTEP and LBSTEP values.  For example, lower arms can be protected by body armor with UPSTEP &amp;gt;=2 as well as gloves with LBSTEP&amp;gt;=1.&lt;br /&gt;
&lt;br /&gt;
-Currently(31.03), the ONLY way to protect parts that are not [LIMB]s,[STANCE]s,[GRASP]s,[HEAD]s or [UPPER/LOWERBODY]s parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting a bug. You need a robe, or a dress; an UPPERBODY armor with UBSTEP:MAX.  Armor configured this way will protect all [LIMB]s that are do not qualify for LBSTEP coverage, as well as fingers and toes etc, but it will NOT protect, hands, feet, or heads.  Gauntlets, boots, and helms currently protect hands, feet, and heads, but not fingers, toes, or facial features.  This is both counter intuitive, and at odds with toady's comments on the subject.&lt;br /&gt;
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--[[User:Derigo|Derigo]] 05:15, 11 May 2010 (UTC)&lt;br /&gt;
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Whether or not we know the exact mechanics of the various STEPS, I have added them to the Armor Tables so we can at least have a reference to what armor has what. Also, they are now sortable by those #s, because that was really bugging me. &lt;br /&gt;
&lt;br /&gt;
Does anyone know what the BONE/LEATHER/ETC categories are tracking? Because I think it is a holdover from 40d, but I wasn't going to delete them until I knew for sure. --[[User:Flaede|Flaede]] 10:08, 20 August 2010 (UTC)&lt;br /&gt;
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=== wooden armor ==== &lt;br /&gt;
just curious -- how does it rate?&lt;br /&gt;
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==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
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I don't understand something--in the example, you say you can get 2x socks, 2x high boots. But if high boots have size 25 permit 15, how do you get the second pair on? Wouldn't the third rule be violated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:74.104.157.229|74.104.157.229]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I suspect he's accepting the fact that a dwarf has two feet - so he'd get one sock and one high boot on one foot, and one sock and one high boot on the other.  But that's just my interpretation - I don't try and optimize my fortress-mode armoring any better than &amp;quot;okay, high boots protect more than low boots, so I'll make those instead&amp;quot;. --[[User:DeMatt|DeMatt]] 07:41, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)&lt;br /&gt;
:I tested this by editing the raws; if you multiply all the material size tokens by 150 you get the correct results (breastplates take 3 bars, chain shirts/greaves take 2, etc). So a breastplate should have material size 1350. (And if you don't have enough, it will again misrepresent it as &amp;quot;needs 450 bars&amp;quot; but oh well.) You have to gen a new world though. [[Special:Contributions/96.224.166.17|96.224.166.17]] 02:27, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note that for optimal loadout in Fortress mode, be sure to select 'replace clothing' rather than 'over clothing' -- I tried to add breastplate, mail shirt and leather cloak to someone already wearing a shirt, and they'd just spin in 'Pickup Equipment' trying to overload themselves, swapping the mail shirt and breastplate.  If you don't mind specifying every piece of garb in their uniform, it's easier if they start naked and you build up from there.&lt;br /&gt;
&lt;br /&gt;
==Toga==&lt;br /&gt;
i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC)&lt;br /&gt;
:i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC)&lt;br /&gt;
::Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --[[User:DeMatt|DeMatt]] 16:43, 28 May 2010 (UTC)&lt;br /&gt;
:one possible reason could be that i'm still on 0.31.03, but i cant see that mattering too much - surely they didnt take any items out of that particular release which were in 40d, and then put it back in on 0.31.04? that'd be a bit bizarre.. but i cannot make robes or coats anywhere (i.e. not on the 'jobs' menu, or in the leatherworks, or in the clothier's). the list goes as such;&lt;br /&gt;
* leather armour (only in the leatherworks)&lt;br /&gt;
* dress&lt;br /&gt;
* shirt&lt;br /&gt;
* tunic&lt;br /&gt;
* toga&lt;br /&gt;
* vest&lt;br /&gt;
* cloak&lt;br /&gt;
* leggings (only in the leatherworks)&lt;br /&gt;
* trousers&lt;br /&gt;
* cap&lt;br /&gt;
* helm (only in the leatherworks)&lt;br /&gt;
* hood&lt;br /&gt;
* glove&lt;br /&gt;
* mitten&lt;br /&gt;
* sock (only in the clothier's (both materials))&lt;br /&gt;
* high boot (only in the leatherworks)&lt;br /&gt;
* shoe&lt;br /&gt;
very strange..--[[User:DJ Devil|DJ Devil]] 17:43, 28 May 2010 (UTC)&lt;br /&gt;
:The clothing objects you're able to make depend on your civilization - if you look, they're all in the raws. --[[User:Quietust|Quietust]] 18:00, 28 May 2010 (UTC)&lt;br /&gt;
::sorry, i dont quite understand. by 'civilisation', do you mean the race? i.e. goblin/human/dwarf? or do you mean specifically the settlement my town was created from? and in my raws it has robes and coats in the 'item_armor' file, along with togas, and the other stuff i CAN make.--[[User:DJ Devil|DJ Devil]] 18:15, 28 May 2010 (UTC)&lt;br /&gt;
:He does mean &amp;quot;specifically the settlement&amp;quot;, although the organization is not settlement-specific. Now that I look more closely, my leatherworks is missing &amp;quot;shirt&amp;quot; and &amp;quot;vest&amp;quot;, as is my clothier's shop. So yes, it varies depending on the civilization. You can get an idea of what your chosen civ has access to during the Embark phase. Just go to add a new item, and look at the Bodywear category. --[[User:DeMatt|DeMatt]] 19:46, 28 May 2010 (UTC)&lt;br /&gt;
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::I will edit the table to add togas and add a disclaimer about availability being based on civilization.  --[[User:PencilinHand|PencilinHand]] 16:50, 12 June 2010 (UTC)&lt;br /&gt;
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== Metal raws concerning armor ==&lt;br /&gt;
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What raws are related to how good a metal is as an armor material? [[User:Richards|Richards]] 21:23, 21 June 2010 (UTC)&lt;br /&gt;
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== Article quality ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;&lt;br /&gt;
Exceptional Quality Articles have ALL of the following characteristics: &lt;br /&gt;
&lt;br /&gt;
Is properly categorized &lt;br /&gt;
Has a decent amount of information (is &amp;quot;complete&amp;quot; for the purposes of new players looking for information&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
Source: http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Quality#Tattered#ixzz0vc6YZ2ES&lt;br /&gt;
&lt;br /&gt;
This article is mostly useless for a new play, badly formated for the information it does present, and utterly fails to give a wide range of information.  how can this be &amp;quot;exceptional?&amp;quot;&lt;br /&gt;
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[[Special:Contributions/152.91.9.144|152.91.9.144]] 05:52, 4 August 2010 (UTC)&lt;br /&gt;
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==Leather vs Chain vs Plate==&lt;br /&gt;
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Am I missing something, or is listing the distinction in the table between these types of armor an outdated concept? As far as I know, the game doesn't currently use these terms to categorize armor, and some of them don't even make sense anymore, like metal caps being categorized as &amp;quot;leather&amp;quot;. Surely the &amp;quot;Armor Level&amp;quot; column covers the concept comprehensively without causing confusion? --[[User:Soronhen|Soronhen]] 16:53, 15 October 2010 (UTC)&lt;br /&gt;
:It's useful to note down what material can be used to make it for vanilla dwarves, but otherwise armor 'levels' aren't used anymore 2010 version, as far as I can tell. They just pick up the most expensive stuff that's unowned and unclaimed that fits. Not sure how to clean it up well, though. [[User:AutomataKittay|AutomataKittay]] 07:54, 20 June 2011 (UTC)&lt;br /&gt;
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== Human-sized armor ==&lt;br /&gt;
&lt;br /&gt;
Is there any issue with dwarves wearing human-made and human-sized armor pieces, e.g., &amp;quot;large cap&amp;quot;, &amp;quot;large breastplate&amp;quot;?  (If dwarves can wear them, why can't they make them?)  Elf-sized armor?  And would humans be interested in elf-made armor pieces?&lt;br /&gt;
It seems an obvious issue to ask about, but I haven't seen any answers... --  [[User:Maunder|Maunder]] 05:21, 26 October 2010 (UTC)&lt;br /&gt;
:Any armor/clothing that is labeled as &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; cannot be equipped; thus, gear worn by {{L|Human}}s, {{L|Troll}}s, and {{L|Kobold}}s is useful only for melting or for trading. {{L|Goblin}}s and {{L|Elf|Elves}} are the same size as Dwarves, so your dwarves can wear them just fine. --[[User:Quietust|Quietust]] 21:43, 27 October 2010 (UTC)&lt;br /&gt;
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== Adamantine dress and robe ==&lt;br /&gt;
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I verified that adamantine dresses and robes will protect everything except hands, feet, and heads. (Including toes, fingers, necks, and noses.) I believe that this makes adamantine robes the mose efficient use of the metal, granting near-immunity to piercing and slashing attacks. [[User:Decius|Decius]] 23:57, 7 November 2010 (UTC)&lt;br /&gt;
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However, it seems that other materials might be better vs. blunt weapons. It seems that blunt attacks will do damage &amp;quot;through the pig tail fiber cloak&amp;quot; instead of an adamantine dress or shirt. Has anyone tested nonmetals for protection from blunt? [[User:Decius|Decius]] 00:28, 28 April 2011 (UTC)&lt;br /&gt;
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Arena mode results: Troll fur, pig tail, toad leather, and steel all provide roughly the same protection vs silver whips. Blows would regularly chip bone through the armor, damage organs, and kills were from putting the skull through the brain. A mixture of goblins and dwarves was used, 1v1, competent lasher and no other skills. Fortress mode confirms the adamantine robe hypothesis: Ten pages of fortress mode combat logs of a lasher and axegoblin beating on an unconscious swordsdwarf wearing adamantine robe, gauntlets, helm and high boots. The lasher inflicted massive organ damage, the axegoblin inflicted nothing. Somehow the dwarf managed to survive long enough to be carried to the hospital, and appears to be breathing now. Surprisingly, only the lower body and upper body were targeted during the curbstomp. [[User:Decius|Decius]] 01:47, 28 April 2011 (UTC)&lt;br /&gt;
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== Changes in 0.31.17? ==&lt;br /&gt;
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I've just had a strike to a goblin toe deflected by his copper low boot. The article claims that it is impossible due to a bug. Recheck of armor coverage rules is in order.[[File:Foot_toe-deflected.png]]--[[User:Another|Another]] 16:37, 12 November 2010 (UTC)&lt;br /&gt;
:You must have updated to the latest version. 31.17 made toes and fingers covered by boots and gauntlets respectively.--[[User:Furlion|Furlion]] 17:24, 12 November 2010 (UTC)&lt;br /&gt;
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== Modding Gloves ==&lt;br /&gt;
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I'm working on a mod to be able to produce armor in adventure mode -- but I've hit a snag.  Gloves of all sorts are in &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; pairs.  I can't figure out the raws to stop producing &amp;quot;cheetah leather glove&amp;quot; as opposed to &amp;quot;cheetah leather right glove&amp;quot;.  Anyone happen to know this? --[[User:Aescula|Aescula]] 02:31, 27 November 2010 (UTC)&lt;br /&gt;
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== Growing attached ==&lt;br /&gt;
One of my dwarves just grew attached his the left mitten. This means that armor probably can also be named like a weapon. I'll do mre research. --[[User:Blur|Blur]] 08:51, 27 December 2010 (UTC)&lt;br /&gt;
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== quality of armor? ==&lt;br /&gt;
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I was wondering, how does the crafted quality of armor affect its performance in combat? --Mark 20:28, 21 January 2011 (UTC)&lt;br /&gt;
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== Foreign Boots ==&lt;br /&gt;
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I was preparing my military uniform, when it said high boots were foreign. They weren't foreign in my other save which is the same version. I have v.31.18. What's going on? --[[User:Joejr50|Joejr50]] 21:53, 9 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some dwarf civs can make high boots, some can only make low boots. You got a low-boot one. [[Special:Contributions/220.253.80.140|220.253.80.140]] 10:03, 20 February 2011 (UTC)&lt;br /&gt;
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== Size &amp;amp; Permit ==&lt;br /&gt;
&lt;br /&gt;
These are confusing... e.g., the helmet + 2 caps example. Why is this allowed? The sizes, added together, are 50. This is not LESS than the helmets size + permit. Wouldn't this violate the 2nd rule?&lt;br /&gt;
&lt;br /&gt;
Also, isn't the first rule identical to the last rule? (If an item is not a layer:cover item, the last rule applies, if it is a layer:cover item, both the first &amp;amp; the last rule apply, but will always evaluate the same, as written.) - Morik 2011-03-28&lt;br /&gt;
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:The examples were quite confusing, and poorly written. I discussed the topic on the DF forums, and have posted a new section explaining the equipment process. &lt;br /&gt;
:However, the information you are referring to may still hold some useful information, so I am leaving it intact. Someone more experienced may want to clean it up. --[[User:RadGH|RadGH]] 15:35, 6 June 2011 (UTC)&lt;br /&gt;
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:Every time that I have assigned dwarves to wear caps with helms, they do not wear caps, no matter what material (or any material) the caps are made of. Even if I tell them to remove all civilian clothing and wear exact matches, they will not wear caps with helms. Anyone else experiencing this? ----[[User:Stromko|Stromko]] 05:55, 13 June 2011 (UTC)&lt;br /&gt;
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== Equipping Clothing ==&lt;br /&gt;
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I added a verify link in hopes that someone can confirm the equipping logic for the following line:&lt;br /&gt;
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&amp;quot;If two items share the same permit value, the highest size item will be equipped first.&amp;quot; --[[User:RadGH|RadGH]] 15:12, 6 June 2011 (UTC)&lt;br /&gt;
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== Cleanup Request ==&lt;br /&gt;
&lt;br /&gt;
Many of the examples following my new &amp;quot;Equipping Clothing&amp;quot; section are unclear, poorly written, and/or redundant information. While the information held there may still have use, it might be worth cleaning up. I will leave that to someone else, as writing the section which makes these redundant seems to put me in an awkward position. --[[User:RadGH|RadGH]] 15:37, 6 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Clutter&amp;diff=150544</id>
		<title>v0.31 Talk:Clutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Clutter&amp;diff=150544"/>
		<updated>2011-06-20T07:50:01Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Large items vs. total weight? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Large items vs. total weight? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that single large items violate the clutter guidelines given in the article. For example, a single elephant skin (weight 155) left over in a butchers shop leaves that shop as the highest level of clutter. Another example is a stack of 52 bones (weight 873) in a Bowyers', which does not fall into the '50-54' items level of clutter, but rather as the highest level of clutter. --[[User:UristMcNano|UristMcNano]] 01:22, 23 January 2011 (UTC)&lt;br /&gt;
:I suspect it relates to size, rather than weight, of the objects. Elephant tusks will clutter workshops badly, despite being light and only small-stacked or singles, which'd fit in clutter being related by volume as opposed to simple total item amount or weight. [[User:AutomataKittay|AutomataKittay]] 07:26, 20 June 2011 (UTC)&lt;br /&gt;
:Noted down in occurrence section. I know it's supposed to be a bug, but it'd be helpful to be noted down there so people can see it. Until it's fixed, that is. [[User:AutomataKittay|AutomataKittay]] 07:50, 20 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clutter&amp;diff=150543</id>
		<title>v0.31:Clutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clutter&amp;diff=150543"/>
		<updated>2011-06-20T07:36:33Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Occurrence */  mentioning large material clutter and examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|02:22, 08 November 2010 (UTC)}}{{L|Workshop}}s will get '''cluttered''' when they become full of goods that are not {{L|hauling|haul}}ed away to {{L|stockpiles}}. A workshop that is cluttered will display '''(CLT)''' when viewed via the {{key|q}} or {{key|t}} menus. {{key|t}}, &amp;quot;View Items in Buildings,&amp;quot; will show you what items are cluttering the workshop.&lt;br /&gt;
&lt;br /&gt;
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter '''(CLT)''' doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clutter levels ==&lt;br /&gt;
&lt;br /&gt;
With larger items (e.g. {{L|bed|beds}}, {{L|stone|stones}}, {{L|table|tables}}), clutter starts appearing when 15 of those are inside a shop. Every 3 small items counts as one large item, so a craft-making workshop isn't cluttered until there are 45 crafts littering the floors, tables, and possibly walls and ceilings. {{L|Siege engine}} components and ammo are especially large; the {{L|siege workshop}} can get cluttered after producing just 3 ballista arrows.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border-spacing: 4px&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; | '''Levels of Clutter'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #808080; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 15 Large Items&lt;br /&gt;
| : 2x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #c0c0c0; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 20 Large Items&lt;br /&gt;
| : 3x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #fff; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 25 Large Items&lt;br /&gt;
| : 4x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #ff0; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 30 Large Items&lt;br /&gt;
| : 5x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #800000; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 35 Large Items&lt;br /&gt;
| : 6x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f00; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 40 Large Items&lt;br /&gt;
| : 7x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 45 Large Items&lt;br /&gt;
| : 8x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;*CLT*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 50 Large Items&lt;br /&gt;
| : 9x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;☼CLT☼&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 55 Large Items&lt;br /&gt;
| : 10x slower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The {{L|Butcher's shop|butcher's workshop}} can get cluttered even after butchering a single animal. Workshops involved in processing of large materials, such as {{L|elephant}} byproducts, will clutter badly even with very few or single worked material, such as {{L|tanning}} of the skin or {{L|bone carving}} for tusks.&lt;br /&gt;
&lt;br /&gt;
Similarly, a {{L|kitchen}} producing lavish meals using {{L|alcohol}}, {{L|dwarven syrup}}, or {{L|quarry bush}} leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four stacks of quarry bush leaves[15] is already enough to clutter, causing meal production to take a very long time. An unpleasant consequence of kitchen clutter is that food which is not stored in a {{L|stockpile}} will {{L|rot}} sooner or later, causing {{L|miasma}} (and unhappy {{L|thought|thoughts}} in the chef if they were masterpieces).&lt;br /&gt;
&lt;br /&gt;
== Remedy ==&lt;br /&gt;
&lt;br /&gt;
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using {{L|bin|bins}} will increase stockpile efficiency), and employ enough dwarves with the appropriate {{L|hauling}} jobs (food/furniture/item/refuse/etc.) to get rid of the junk. The dwarf working at the workshop could also have the relevant hauling job enabled, pausing from time to time to move around goods. In case of inexperienced cooks, order only one or two meals at a time, and check clutter before issuing new orders. An alternate clutter control method is to build new workshops, optionally destroying the old ones (from the {{k|q}} or {{k|t}} menu).&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
There is one upside to clutter, depending on your viewpoint and playstyle. As a workshop's production is slowed, so is their consumption of raw materials and their output if there is little demand. If there is sudden spike of demand, workshop gets uncluttered easily and can work at full speed. Benefits of this is that tasks can be left in repeat mode with no supervision and will not produce much unwanted extras or consume more resources than needed.  &lt;br /&gt;
&lt;br /&gt;
A {{L|still}}, for example, can eventually get to the speed where dwarves consume booze at same speed as the cluttered workshops produce it.&lt;br /&gt;
&lt;br /&gt;
{{L|Wood furnace|Wood furnaces}} similarly will eventually be brought to a point where they produce fuel at same speed as other workshops consume it.&lt;br /&gt;
&lt;br /&gt;
If {{L|stockpile|stockpiles}} are used with this method, they must all be kept completely full, so that the workshop remains cluttered.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Individual body parts from large animals (like an elephant's tusk) can instantly clutter a workshop. {{Bug|1489}}&lt;br /&gt;
* Large stacks of {{L|bone}}s from large animals can instantly clutter a bone-carver's workshop. {{Bug|231}}&lt;br /&gt;
* {{L|Cook}}ing with {{L|egg}}s creates extreme {{L|kitchen}} clutter. {{Bug|3994}}&lt;br /&gt;
&lt;br /&gt;
== Production Equilibrium ==&lt;br /&gt;
{{Template:D for dwarf}}&lt;br /&gt;
The unique dwarven economic system, which has been called 'confusing' at best and 'insane' at worst by most other species, has at least one benefit. The fact that items are rarely moved from where they were made until needed leads to much clutter around workshops. As the clutter builds and makes it more difficult to move around the workshop, production slows more and more. If demand suddenly spikes, the clutter is removed and production rises again. Some scientists see this as an instinctual supply and demand device. Others see it as dumb luck.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Workshops}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Clutter&amp;diff=150542</id>
		<title>v0.31 Talk:Clutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Clutter&amp;diff=150542"/>
		<updated>2011-06-20T07:26:23Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Large items vs. total weight? */  Volume-related?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Large items vs. total weight? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that single large items violate the clutter guidelines given in the article. For example, a single elephant skin (weight 155) left over in a butchers shop leaves that shop as the highest level of clutter. Another example is a stack of 52 bones (weight 873) in a Bowyers', which does not fall into the '50-54' items level of clutter, but rather as the highest level of clutter. --[[User:UristMcNano|UristMcNano]] 01:22, 23 January 2011 (UTC)&lt;br /&gt;
:I suspect it relates to size, rather than weight, of the objects. Elephant tusks will clutter workshops badly, despite being light and only small-stacked or singles, which'd fit in clutter being related by volume as opposed to simple total item amount or weight. [[User:AutomataKittay|AutomataKittay]] 07:26, 20 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=150541</id>
		<title>v0.31:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=150541"/>
		<updated>2011-06-20T05:38:57Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: Added milling and plant processing for obtaining seeds from plants, warn about kitchen not giving any, added trade as method of obtaining. added count for barrels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Seeds are used in {{l|farming}}. They can be stored in bags (100 seeds per bag), which can in turn be stored in barrels (10 bags per barrel). They can be brought on embark or obtained by {{l|gather plants|gathering}} or growing the respective {{l|crops}} or by {{L|trading}}. When crops are eaten or used in {{l|brewing}}, {{l|milling}} or {{l|plant processing}}, they typically leave one or more plantable seeds. One notable exception is the {{l|Valley herb}} which will not leave behind seeds after processing. {{l|Kitchen}} will not produce seeds when plants are cooked, even under the limit.&lt;br /&gt;
&lt;br /&gt;
There is a cap for number of seeds, once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or processed in {{l|workshop}} that uses plants (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quern&amp;diff=150540</id>
		<title>v0.31:Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quern&amp;diff=150540"/>
		<updated>2011-06-20T05:30:37Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: Quern giving seeds from processing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Workshop|name=Quern|key=q|job={{L|Milling}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Furniture|Quern}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Blade weed}}&lt;br /&gt;
* {{L|Cave wheat}}&lt;br /&gt;
* {{L|Dimple cup}}&lt;br /&gt;
* {{L|Hide root}}&lt;br /&gt;
* {{L|Longland grass}}&lt;br /&gt;
* {{L|Sliver barb}}&lt;br /&gt;
* {{L|Sweet pod}}&lt;br /&gt;
* {{L|Whip vine}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Flour|Dwarven wheat flour}}&lt;br /&gt;
* {{L|Dwarven sugar}}&lt;br /&gt;
* {{L|Flour|Longland flour}}&lt;br /&gt;
* {{L|Whip vine flour}}&lt;br /&gt;
* {{L|Dimple dye}}&lt;br /&gt;
* {{L|Emerald dye}}&lt;br /&gt;
* {{L|Redroot dye}}&lt;br /&gt;
* {{L|Sliver dye}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''quern''' is a single-square {{L|workshop}} used to grind certain {{L|plant}}s into {{L|flour}}, {{L|sugar}} or {{L|dye}}. The process will also produce {{L|seeds}} from plants being milled. Unlike a {{L|millstone}}, the quern is powered by the dwarf using it to perform the labor. A quern must be crafted at the {{L|Mason's workshop}} from stone before it can be built as a workshop.&lt;br /&gt;
&lt;br /&gt;
The quern may also be used to mill seeds/nuts to {{L|Quarry bush|paste}}.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If all your rock nuts are in a stockpile, the paste-producing job will not be available.  You must have at least one rock nut outside of a stockpile to initiate the job.  Once the job has been initiated, the dwarf performing it can use a rock nut from the stockpile to actually ''perform'' the milling.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Still&amp;diff=150539</id>
		<title>v0.31:Still</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Still&amp;diff=150539"/>
		<updated>2011-06-20T05:25:58Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: Mentioning that brewing produces seeds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:22, 31 March 2011 (UTC)}}{{Workshop&lt;br /&gt;
|name = Still&lt;br /&gt;
|key = l&lt;br /&gt;
|job = Brewer&lt;br /&gt;
|construction =&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job = &lt;br /&gt;
*{{L|Brewing}} or {{L|Plant gathering}}&lt;br /&gt;
|use = &lt;br /&gt;
*{{L|Barrel}}&lt;br /&gt;
*{{L|Alcohol#Brewable plants|Brewable Plant}}&lt;br /&gt;
*{{L|Honey}}&lt;br /&gt;
*{{L|kobold bulb|Kobold Bulbs}}&lt;br /&gt;
*{{L|vial|Vial}}&lt;br /&gt;
|production = &lt;br /&gt;
*{{L|Alcohol}}&lt;br /&gt;
*{{L|Gnomeblight}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''still''' is the source of all home-made {{l|alcohol}} for a fort and is an essential workshop for any fortress. A still also allows dwarves to extract {{L|Gnomeblight}} from {{L|kobold bulb|Kobold Bulbs}} into a {{L|glass}} {{L|vial}}. A dwarf must have the {{l|brewer}} {{l|labor}} activated in order to use a still.&lt;br /&gt;
&lt;br /&gt;
The three tasks available at a still are:&lt;br /&gt;
* {{K|b}} Brew Drink&lt;br /&gt;
* {{K|e}} Extract from Plants&lt;br /&gt;
* {{K|m}} Make mead&lt;br /&gt;
&lt;br /&gt;
Brewing {{L|alcohol}} requires an available empty {{L|barrel}} and something to brew, either a {{L|Alcohol#Brewable plants|brewable plant}} or {{L|honey}}. You may set specific plants to be used or not used through the Status menu under Kitchen. ({{K|z}}-{{K|k}}) Note that you are unable to set {{L|honey|Honey Bee honey}} to be brewed or not brewed because making mead is a different task than brewing.&lt;br /&gt;
&lt;br /&gt;
Every unit of plant or honey brewed at a still produces 5 units of alcohol. A single {{L|stack}} of plants will be brewed for each task, and the resulting booze will be placed into a single barrel - a stack of ''Plump helmet [5]'' will produce ''Dwarven wine [25]'' and will only occupy a single barrel. Skilled {{L|grower}}s, who tend to plant {{L|seed}}s  more skillfully and produce larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size. Brewing produces {{L|seeds}} for plants that can be planted and is under the hard-coded limit of 200 seeds for each kind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Still&amp;diff=150538</id>
		<title>v0.31 Talk:Still</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Still&amp;diff=150538"/>
		<updated>2011-06-20T05:21:14Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Seeds from Brewing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Seeds from Brewing==&lt;br /&gt;
This {{L|Still}} article is ranked &amp;quot;≡EXCEPTIONAL≡&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Strangely, there is no mention of how brewing returns the seeds of the plant you brew. Specifically, it would be helpful to mention that 1 to 2 seeds are produced per plant from brewing (with the exception of Muck root and Bloated tuber). Also, it might be worth mentioning that the seeds are stored in {{L|bag}}s and that it might help speed production to have stockpile(s) of bags, barrels, and/or glazed large pots nearby. Finally, if {{L|Barrel}}, {{L|Kobold bulb}}, and {{L|Vial}} is listed under '''Materials Used''' in the sidebar, why not also mention {{L|large pot|Glazed large pot}} and {{L|Bag}} there? --[[User:Thundercraft|Thundercraft]] 04:14, 20 June 2011 (UTC)&lt;br /&gt;
:I'm not using the latest version, so I don't know anything about the pots. You don't -need- a bag for the brewing, it's for different task of storing seed in bag, not part of brewing process. Seeds can be stored on stockpiles without bags, if you don't have enough of them to go around. Having bags nearby don't speeds up anything, not being part of any processes still uses, and partially filled seed bags will be filled up even half-way across the map. The suggestion of barrel stockpile being nearby, however, would be helpful for processing and checking unused stocks. [[User:AutomataKittay|AutomataKittay]] 05:21, 20 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grate&amp;diff=150523</id>
		<title>v0.31 Talk:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grate&amp;diff=150523"/>
		<updated>2011-06-19T18:18:54Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Creatures Pushed Through Grates By Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Forgotten Beast Herding==&lt;br /&gt;
Word on the street is that since Forgotten Beasts destroy grates instead of stepping on them, putting floor grates over pits will prevent non-flying forgotten beasts from crossing that pit.  Can anyone confirm this? --[[User:Mzbundifund|Mzbundifund]] 10:13, 30 June 2010&lt;br /&gt;
&lt;br /&gt;
:It worked that way with megabeasts in 40d, so seems reasonable to expect it would work for Forgotten Beasts in 31.  (I had pits of grates for liquid-based traps, covered by bridges a z-level up.  If the bridges were deployed, the megabeasts would happily walk across them and into the fort, but if the bridges were retracted (revealing the grates below) the megabeasts would destroy every single grate in range, sealing themselves out of the fortress) [[Special:Contributions/69.143.203.131|69.143.203.131]] 05:54, 1 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Falling Walls==&lt;br /&gt;
Just discovered something, I think. Perhaps someone else can confirm.&lt;br /&gt;
While a grate does not support any constructions next to it, you are still allowed to build those walls and floors as though the grate would hold them up. The moment they are completed, they plummet away.&lt;br /&gt;
In my case, I built a wall next to a grate, expecting the grate to hold it up. Instead, the wall was completed, then immediately fell into the river it was built over. It then punctured a hole in the bottom of the river and into my fortress's basement :(. The situation was treated as a cave-in.&lt;br /&gt;
If anyone can reproduce this, then this could be a way to create easy, controlled cave-ins.&lt;br /&gt;
[[Special:Contributions/68.50.165.234|68.50.165.234]] 00:49, 10 October 2010 (UTC)&lt;br /&gt;
: I can confirm this works, although the person building seems to have a tendency to fall with it. Also, sign your comments with four tilde(~) next time. [[User:Calite|Calite]] 20:56, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creatures Pushed Through Grates By Water==&lt;br /&gt;
I just had a dwarf pushed through a row of wall grates by flowing water. Has anyone else experienced this? --[[Special:Contributions/92.244.188.119|92.244.188.119]] 16:54, 19 June 2011 (UTC)&lt;br /&gt;
:Sounds like similar bug with fortification having flow 'push' things through it. I don't have experience with grates, but I have seen fortification act like that. [[User:AutomataKittay|AutomataKittay]] 18:18, 19 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=150511</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=150511"/>
		<updated>2011-06-19T07:25:10Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* maximum stack size */  fertilized stack question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming on Unmuddy Soil! JOY!!!!! ==&lt;br /&gt;
&lt;br /&gt;
Farming now works on unmuddy soil again!!!!!!!!! YAY!!!&lt;br /&gt;
:Yes, it is wonderful. However, you ''forgot'' to specify that this works in 0.31.19 and that this does not work in 0.31.18 (and earlier). Also, ''please'' sign your statements and date them with the &amp;quot;Your signature with timestamp&amp;quot; button at the top of the edit window, like this: --[[User:Thundercraft|Thundercraft]] 08:11, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Commands ==&lt;br /&gt;
&lt;br /&gt;
I'm playing DF for the first time. This page is clear on ''how to make plot'' but is ambiguous on commands use to plant seeds. I made an outdoor plot, used &amp;quot;q&amp;quot; to select it, but the list of growable items is not what I expect. I made sure to bring 20 Plump Helmet Spawn with which to start a farm, as well as two dwarves skilled in growing, but there is no where to select Plump Helemts when I farm. What's going on? More keys could be used in describing how to plant. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:96.35.160.255|96.35.160.255]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:That would be because {{l|plump helmet}}s are UNDERGROUND crops, not OUTDOOR (or, rather, surface) crops.  Build a farm plot underground, and you'll be able to plant your plump helmets there.  If you want to use your surface farm plot, you'll need surface crops.  The easiest way to get surface crops is to use {{l|plant gathering}} on the surface.  Although you are right, the paragraph is a bit unclear.  I'll tidy it up. --[[User:DeMatt|DeMatt]] 03:34, 9 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::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)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;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.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::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)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; 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)&lt;br /&gt;
::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 &amp;quot;No seeds available for this location&amp;quot;, 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)&lt;br /&gt;
:::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)&lt;br /&gt;
::::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.&lt;br /&gt;
::::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)&lt;br /&gt;
:::::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)&lt;br /&gt;
::::::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:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- 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 &amp;quot;pond&amp;quot; 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).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: 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)&lt;br /&gt;
&lt;br /&gt;
:::::::: This is simply not true (in 31.18), you can even create an above ground farm on casted obsidian (and microcline and gabbro; I tested those three) after irrigation. And yes, it produces crops. --[[User:ZetaX|ZetaX]] 14:54, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
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)&lt;br /&gt;
: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)&lt;br /&gt;
::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)&lt;br /&gt;
&lt;br /&gt;
::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)&lt;br /&gt;
&lt;br /&gt;
:::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)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
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.&lt;br /&gt;
: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)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::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)&lt;br /&gt;
&lt;br /&gt;
::::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)&lt;br /&gt;
&lt;br /&gt;
::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)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
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 &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: 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)&lt;br /&gt;
:: That depends on the distance they have to travel from where they spend their spare time, sleep and so on to the farm. If the farms are adjacent to the dining room and bedrooms then a single farmer can manage a lot of tiles as long as that is all he/she does. If the farm is on the other side of the map, it may take many more farmers for the same amount of squares. You have to use trial and error for each setup. --[[User:Axussriddare|Axussriddare]] 15:24, 17 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; 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)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
: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)&lt;br /&gt;
:: 11? That's ridiculous. That's not even funny.&lt;br /&gt;
:::Have anyone confirmed the 4x bonus mentioned in fertilizer section? I've only gotten 2x at most during my short test with fertilizer, though I didn't had any legendary farmers. [[User:AutomataKittay|AutomataKittay]] 07:25, 19 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;br /&gt;
&lt;br /&gt;
: You probably accidentally turned on &amp;quot;Dwarves Ignore Food.&amp;quot; o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::I've done that before in the past, so that was the first thing I checked. They've still got &amp;quot;Dwarves Gather Food&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
:: 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)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== Not all squares being used ==&lt;br /&gt;
&lt;br /&gt;
{{Farming|Farm plots in action}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no explanation of why this happens, or how to avoid it. I still have this problem to this day. Do one of the farming skills affect how many tiles of land a dwarf can maintain? Or is this caused by tiles not being muddied? I have over 200 plump helmet spawn, but only 4-5 tiles of my 6x6 grid of farm is being planted in. I am unsure why, inspecting the tiles describes they are all muddied or have a dusting of mud, and they are all the same material (sandy loam).&lt;br /&gt;
&lt;br /&gt;
One way I avoid this is by farming in caverns. I've actually started to use caverns alone because of this suspected bug. Someone please shed some light on this issue, hopefully it's something simple. I know I am not alone, my friend asked me the same question and I was unable to answer him. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RadGH|RadGH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sounds like one of the squares are LIGHT, that would stop underground crop planting once other part of field's been planted. [[User:AutomataKittay|AutomataKittay]] 17:41, 17 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Potash-optimal plot size ==&lt;br /&gt;
&lt;br /&gt;
Since the formula for potash usage is (1/4 * plot_size +1) rounding down, we can choose the size of a plot to maximize potash payoff.&lt;br /&gt;
&lt;br /&gt;
The optimal rectangular plot is 7x9, with 3.938 squares per unit potash.&lt;br /&gt;
If 7x9 gives too much food, try 5x7, 3x9, 3x5, or 1x7. &lt;br /&gt;
&lt;br /&gt;
If you don't mind non-rectangular farms, then choose the maximum reasonable size and choose the largest size of the form 4n - 1 that is smaller. The maximal plot is size 10*10, so 99 is the best possible.&lt;br /&gt;
&lt;br /&gt;
--[[User:Droid|Droid]] 21:56, 11 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above/below ground farms ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know which precise square must be considered &amp;quot;above ground&amp;quot; for a farm to permit above ground seeds, or vice versa? what happens to a farm plot which is divided between the two? what happens when a planted subterranean farm is exposed to sunlight?&lt;br /&gt;
 edit: did some experimentation. EVERY SQUARE of a farm plot must be considered&lt;br /&gt;
 &amp;quot;above ground&amp;quot; for above ground crops to be permitted on it. how annoyance.&lt;br /&gt;
--Shortzo 9:39, 21 March 2011 (GMT)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=150496</id>
		<title>v0.31 Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=150496"/>
		<updated>2011-06-18T17:47:54Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Butchering returns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dragons w/ armour==&lt;br /&gt;
Can someone provide a link to any thread where dragons wearing armour have shown up, or some other proof of such an occurrence? I left the relevant information in since it seems a plausible bug, but I wouldn't mind seeing some confirmation. --[[User:Retro|Retro]] 22:35, 4 April 2010 (UTC)&lt;br /&gt;
:I've never seen or even heard of this before; but I think that it might actually be an intentional feature that Toady put in; possibly alluding to some future HFS. [[Special:Contributions/71.194.101.232|71.194.101.232]] 03:34, 10 April 2010 (UTC)&lt;br /&gt;
::It can easily be tested in the arena (I for example made a dragon wearing all adamantine armor because I had not removed those items after making my dragon slaying dwarf character. Needless to say it was VERY hard to kill) Now if you mean any dragons actually showing up in the world durning a normal fortress mode game I dunno about that ;) --[[User:Railick|Railick]] 19:29, 26 May 2010 (UTC)Railick&lt;br /&gt;
&lt;br /&gt;
Dragons are very ewasy to kill with even unexperienced troops provided they have shields. They aren't powerful in close combat, in fact, most of their attacks will glance off even against silk clothes. These problems are probably related to the general balance of combat in 0.31.x, but this should be alluded to. [[Special:Contributions/200.222.3.3|200.222.3.3]] 23:42, 20 April 2010 (UTC)&lt;br /&gt;
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==Breeding==&lt;br /&gt;
&lt;br /&gt;
Is it possible to establish a breeding pair of dragons? This fortress is now making that its goal.&lt;br /&gt;
:Dragons have no [CHILD] token, so they will never breed. --[[User:Quietust|Quietust]] 12:43, 14 May 2010 (UTC)&lt;br /&gt;
::You can make everything breed with modding, so that should not be any problem.--[[User:Niggy|Niggy]] 15:21, 14 June 2010 (UTC)&lt;br /&gt;
:::I'd love to know if the egg update (which specifically mentioned dragon eggs) means we can finally have dragon farms. Looking into the raws, it doesn't seem like dragons can be bred in dwarf mode, since they (still) don't have any child form and don't have any other special egg-related tags (that I noticed). Maybe Toady meant we could find effectively infertile eggs in adventure mode dragon nests just for the sake of it? I hope not. Someone with a dungeon master has to test this.--[[User:Peglegpenguin|Peglegpenguin]] 22:39, 17 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Butchering returns==&lt;br /&gt;
&lt;br /&gt;
Updated with information I got in version 0.31.11.  &lt;br /&gt;
Butchered a decapitated and mutilated dragon corpse with an accomplished butcher, not sure if that factors into returns.  &lt;br /&gt;
Didn't get any information about eyes, brain or skin.  &lt;br /&gt;
Also one scale.&lt;br /&gt;
:Well that happens if you butcher a MUTILATED CORPSE FROM A DECAPITATED DRAGON.--[[User:Brakarg|Brakarg]] 03:59, 10 October 2010 (UTC)&lt;br /&gt;
::Even arena mode don't shows grown dragon's amount properly, setting itself somewhere before fully-grown, which can be seen from [http://www.bay12forums.com/smf/index.php?topic=86971.msg2365938#msg2365938 Age change test]. [http://www.bay12forums.com/smf/index.php?topic=86971.msg2365848#msg2365848 Disparity] noted and raw size compared. [[User:AutomataKittay|AutomataKittay]] 17:47, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arena Mode -- Breathing Fire ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to breathe fire manually in arena mode? (f)iring won't work..&lt;br /&gt;
&lt;br /&gt;
No. Special abilities aren't able to be used by players.&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=150479</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=150479"/>
		<updated>2011-06-17T17:55:48Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Farm plots in action */  Aboveground/Subterranean farm plot issue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar ber square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground crops farming is impossible in Ocean and Mountain biomes, even if the farm is built on mud.  &lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|Elves|elven}} and {{L|human}} caravans; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually {{L|rot}} away. There's no use for withered plants.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Any farm plot that have both Above Ground and Subterranean tile attribute within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a large number of seeds can be stored in a single barrel, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and {{L|forbid}} them, as a seed bank in case of catastrophe.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=150478</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=150478"/>
		<updated>2011-06-17T17:41:42Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Not all squares being used */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming on Unmuddy Soil! JOY!!!!! ==&lt;br /&gt;
&lt;br /&gt;
Farming now works on unmuddy soil again!!!!!!!!! YAY!!!&lt;br /&gt;
:Yes, it is wonderful. However, you ''forgot'' to specify that this works in 0.31.19 and that this does not work in 0.31.18 (and earlier). Also, ''please'' sign your statements and date them with the &amp;quot;Your signature with timestamp&amp;quot; button at the top of the edit window, like this: --[[User:Thundercraft|Thundercraft]] 08:11, 23 February 2011 (UTC)&lt;br /&gt;
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== Farming Commands ==&lt;br /&gt;
&lt;br /&gt;
I'm playing DF for the first time. This page is clear on ''how to make plot'' but is ambiguous on commands use to plant seeds. I made an outdoor plot, used &amp;quot;q&amp;quot; to select it, but the list of growable items is not what I expect. I made sure to bring 20 Plump Helmet Spawn with which to start a farm, as well as two dwarves skilled in growing, but there is no where to select Plump Helemts when I farm. What's going on? More keys could be used in describing how to plant. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:96.35.160.255|96.35.160.255]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:That would be because {{l|plump helmet}}s are UNDERGROUND crops, not OUTDOOR (or, rather, surface) crops.  Build a farm plot underground, and you'll be able to plant your plump helmets there.  If you want to use your surface farm plot, you'll need surface crops.  The easiest way to get surface crops is to use {{l|plant gathering}} on the surface.  Although you are right, the paragraph is a bit unclear.  I'll tidy it up. --[[User:DeMatt|DeMatt]] 03:34, 9 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
: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)&lt;br /&gt;
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:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::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)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;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.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::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)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; 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)&lt;br /&gt;
::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 &amp;quot;No seeds available for this location&amp;quot;, 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)&lt;br /&gt;
:::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)&lt;br /&gt;
::::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.&lt;br /&gt;
::::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)&lt;br /&gt;
:::::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)&lt;br /&gt;
::::::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:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- 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 &amp;quot;pond&amp;quot; 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).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: 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)&lt;br /&gt;
&lt;br /&gt;
:::::::: This is simply not true (in 31.18), you can even create an above ground farm on casted obsidian (and microcline and gabbro; I tested those three) after irrigation. And yes, it produces crops. --[[User:ZetaX|ZetaX]] 14:54, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
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)&lt;br /&gt;
: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)&lt;br /&gt;
::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)&lt;br /&gt;
&lt;br /&gt;
::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)&lt;br /&gt;
&lt;br /&gt;
:::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)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
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.&lt;br /&gt;
: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)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::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)&lt;br /&gt;
&lt;br /&gt;
::::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)&lt;br /&gt;
&lt;br /&gt;
::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)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
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 &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: 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)&lt;br /&gt;
:: That depends on the distance they have to travel from where they spend their spare time, sleep and so on to the farm. If the farms are adjacent to the dining room and bedrooms then a single farmer can manage a lot of tiles as long as that is all he/she does. If the farm is on the other side of the map, it may take many more farmers for the same amount of squares. You have to use trial and error for each setup. --[[User:Axussriddare|Axussriddare]] 15:24, 17 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; 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)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
: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)&lt;br /&gt;
:: 11? That's ridiculous. That's not even funny.&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;br /&gt;
&lt;br /&gt;
: You probably accidentally turned on &amp;quot;Dwarves Ignore Food.&amp;quot; o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::I've done that before in the past, so that was the first thing I checked. They've still got &amp;quot;Dwarves Gather Food&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
:: 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)&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== Not all squares being used ==&lt;br /&gt;
&lt;br /&gt;
{{Farming|Farm plots in action}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no explanation of why this happens, or how to avoid it. I still have this problem to this day. Do one of the farming skills affect how many tiles of land a dwarf can maintain? Or is this caused by tiles not being muddied? I have over 200 plump helmet spawn, but only 4-5 tiles of my 6x6 grid of farm is being planted in. I am unsure why, inspecting the tiles describes they are all muddied or have a dusting of mud, and they are all the same material (sandy loam).&lt;br /&gt;
&lt;br /&gt;
One way I avoid this is by farming in caverns. I've actually started to use caverns alone because of this suspected bug. Someone please shed some light on this issue, hopefully it's something simple. I know I am not alone, my friend asked me the same question and I was unable to answer him. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RadGH|RadGH]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sounds like one of the squares are LIGHT, that would stop underground crop planting once other part of field's been planted. [[User:AutomataKittay|AutomataKittay]] 17:41, 17 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Potash-optimal plot size ==&lt;br /&gt;
&lt;br /&gt;
Since the formula for potash usage is (1/4 * plot_size +1) rounding down, we can choose the size of a plot to maximize potash payoff.&lt;br /&gt;
&lt;br /&gt;
The optimal rectangular plot is 7x9, with 3.938 squares per unit potash.&lt;br /&gt;
If 7x9 gives too much food, try 5x7, 3x9, 3x5, or 1x7. &lt;br /&gt;
&lt;br /&gt;
If you don't mind non-rectangular farms, then choose the maximum reasonable size and choose the largest size of the form 4n - 1 that is smaller. The maximal plot is size 10*10, so 99 is the best possible.&lt;br /&gt;
&lt;br /&gt;
--[[User:Droid|Droid]] 21:56, 11 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Above/below ground farms ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know which precise square must be considered &amp;quot;above ground&amp;quot; for a farm to permit above ground seeds, or vice versa? what happens to a farm plot which is divided between the two? what happens when a planted subterranean farm is exposed to sunlight?&lt;br /&gt;
 edit: did some experimentation. EVERY SQUARE of a farm plot must be considered&lt;br /&gt;
 &amp;quot;above ground&amp;quot; for above ground crops to be permitted on it. how annoyance.&lt;br /&gt;
--Shortzo 9:39, 21 March 2011 (GMT)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Personality_facet&amp;diff=150467</id>
		<title>v0.31 Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Personality_facet&amp;diff=150467"/>
		<updated>2011-06-17T07:38:42Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Relieved from duty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The traits seem pretty much unchanged from 40d, but there are a few new ones, like &amp;quot;She always points at others when greeting them.&amp;quot; What does that mean? [[User:Garanis|Garanis]] 16:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Those are little habits and mannerisms added to dwarfs, like I got a dwarf that &amp;quot;always sticks his tongue out while thinking hard&amp;quot; and another that &amp;quot;speaks softly when angry&amp;quot; I don't know if these are just flavor or if they have any gameplay effect though. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I guess I just never noticed those before... [[User:Garanis|Garanis]] 17:26, 6 April 2010 (UTC)&lt;br /&gt;
::Toady mentioned several times that new &amp;quot;mannerisms&amp;quot; would be added to the dwarves. Not clear if they have any interaction other than purely cosmetic (but I wouldn't put it past them).--[[User:Albedo|Albedo]] 18:39, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yup, [[Mannerisms]] are new.[[User:Garanis|Garanis]] 21:39, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I set one of my haulers to temporary nursing duty, disabling all of his duties except for Feed/Water Wounded. He proceeded to sit on his butt On Break for a solid season while my wounded starved and dehydrated into the red levels. I watched a no-skill furnace operator complete three furnace op jobs and then fetched a bucket of water for the dying while my &amp;quot;nurse&amp;quot; continued to sit on break, eat, drink and try to throw a party, instead of feeding the injured. Later,  I checked in Dwarf Therapist and saw that he had a 23 in Sympathy. It's not just that he gained a negative thought from helping others, he actually refused to do it. Coincidence? --[[User:Romeofalling|Romeofalling]] 05:18, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artistic Interest. Does it have any effect on how well a dwarf performs certain jobs? like carpentry. --[[User:Genemos|Genemos]] 08:25, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mixed up attributes ==&lt;br /&gt;
&lt;br /&gt;
FRIENDLINESS and GREGARIOUSNESS were listed with their descriptions swapped around - which one is actually responsible for blocking out the Conversationalist skill? --[[User:Quietust|Quietust]] 03:41, 23 April 2011 (UTC)&lt;br /&gt;
:The skill now known as FRIENDLINESS stops experience gain in Conversationalist. GREGARIOUSNESS doesn't seem to have anything to do with it. --[[User:Knaveofstaves|Knaveofstaves]] 05:09, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unused traits ?? ==&lt;br /&gt;
Are the traits without effect confirmed to do nothing? I think some of them may have influence in thoughts or other behaviour, these are my guesses:&lt;br /&gt;
&lt;br /&gt;
 Token Trait&lt;br /&gt;
 ACHIEVEMENT_STRIVING   - Excellence / Mediocrity  - quality levels?&lt;br /&gt;
 ACTIVITY_LEVEL         - Activeness / Relaxedness - slack, sleep, party?&lt;br /&gt;
 ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?&lt;br /&gt;
 ALTRUISM               - Helpfulness    - help wounded/? &amp;gt;healthcare -&amp;gt; &amp;quot;Took someone to bed recently&amp;quot; thought&lt;br /&gt;
 ANGER                  - Rage           - enraged/? &amp;gt;military&lt;br /&gt;
 ANXIETY                - Nervousness    - military?&lt;br /&gt;
 ARTISTIC_INTEREST      - Artistic       - noticing furniture, statues? probably triggers the &amp;quot;Admired a (good quality) (object) lately&amp;quot; thought&lt;br /&gt;
 ASSERTIVENESS          - Leadership     - persuader/? &amp;gt;manager, military, leader?&lt;br /&gt;
 CAUTIOUSNESS           - Cautiousness   - leader, manager, military?&lt;br /&gt;
 CHEERFULNESS           - Optimism       - ??&lt;br /&gt;
 COOPERATION            - Compromising   - pacifier/intimidator&lt;br /&gt;
 DEPRESSION             - Depression     - ??&lt;br /&gt;
 DUTIFULNESS            - Lawfulness     - justice??&lt;br /&gt;
 EMOTIONALITY           - Emotion        - ??&lt;br /&gt;
 EXCITEMENT_SEEKING     - Thrillseeking  - adv. mode, military?/&lt;br /&gt;
 FRIENDLINESS           - Company        - party?, social?/working?&lt;br /&gt;
 GREGARIOUSNESS         - Friendly       - Conversationalist/??&lt;br /&gt;
 IMAGINATION            - Imagination    - ?&lt;br /&gt;
 IMMODERATION           - Urge           - stops work??&lt;br /&gt;
 INTELLECTUAL_CURIOSITY - Thinking       - ??&lt;br /&gt;
 LIBERALISM             - Rebelliousness - ?&lt;br /&gt;
 MODESTY                - Modesty        -&lt;br /&gt;
 ORDERLINESS            - Organization   - bookepper? military?&lt;br /&gt;
 SELF_CONSCIOUSNESS     - Neurosis       - ?/comedian&lt;br /&gt;
 SELF_DISCIPLINE        - Perseverance   - on_break&lt;br /&gt;
 SELF_EFFICACY          - Confidence     - ?&lt;br /&gt;
 STRAIGHTFORWARDNESS    - Honesty        - consoler/flaterer-liar&lt;br /&gt;
 SYMPATHY               - Compassion     - healtcare?/? feed patient/prisioner??? thought&lt;br /&gt;
 TRUST                  - Trusting       - ?&lt;br /&gt;
 VULNERABILITY          - Stress         - ?/military??&lt;br /&gt;
--[[User:Kaos|Kaos]] 15:22, 9 May 2011 (UTC)&lt;br /&gt;
:I'm thinking that Anger makes dwarves more likely to go berserk from going mad, Depression to melancholy, and Activity level (or something else, not so sure about this one) to insane. [[Special:Contributions/70.132.3.212|70.132.3.212]] 17:41, 16 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Altruism ==&lt;br /&gt;
&lt;br /&gt;
Would altruism also affect things like giving food and water to other people? [[Special:Contributions/70.132.3.212|70.132.3.212]] 17:20, 16 June 2011 (UTC)&lt;br /&gt;
:From what I've read on the forums, it has a pronounced affect on giving food and water, as well as on medical care. Doctors who have low altruism will perform almost any other job before medical work.[[User:GhostDwemer|GhostDwemer]] 21:55, 16 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Relieved from duty ==&lt;br /&gt;
&lt;br /&gt;
I was checking the thoughts and preferences of apparently Urist McLikestobeonduty, as &amp;quot;She was upset about being relieved from duty.&amp;quot; the closest thing to liking duty as a Personality trait was &amp;quot;She prefers familiar routines.&amp;quot; This is also a little strange because she's still in the military. [[Special:Contributions/70.132.3.212|70.132.3.212]] 17:36, 16 June 2011 (UTC)&lt;br /&gt;
:I usually see such reaction if they have a civilian skill higher than military ( weapon and combat ) skills at end of month, due to a bug that makes them revert to civilian job and switching them back to military. Is that happening to you? [[User:AutomataKittay|AutomataKittay]] 07:38, 17 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=150442</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=150442"/>
		<updated>2011-06-16T14:09:19Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Notes */  Jammed mechanical doors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of {{L|furniture}} used mainly to control the movement of dwarves, {{L|pet}}s and liquids and define the exits of {{L|room}}s. A door must be built next to a {{L|wall}} or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
There is a way to place 3 doors side by side though. (X = Wall, o = Door, _ = Empty Tile) Build 2 walls, with 2 spaces inbetween, (X__X) build doors inside those spaces,(XooX) and delete one wall,(Xoo_) construct a wall beside the wall you destroyed,(Xoo_X) and place a door between the other 2 doors and your new wall. (XoooX)&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|wood}}. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While {{L|stone}}, {{L|wood}}, and {{L|glass}} doors require only a single building material, {{L|metal}} doors are intended to require 3 {{L|bar}}s; due to a bug, however, they only require one bar{{bug|130}}.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. {{L|Dwarf|Dwarves}}, {{L|animals}}, both wild and tame, and most {{L|invader}}s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous {{L|Dog|Wardogs}}.}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to {{L|lever}}s or {{L|pressure plate}}s to open on command. Doors also halt the movement of liquids in the manner of {{L|floodgate}}s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in. Such will also jam mechanically linked doors, needing to be cleared out and the lever or pressure plate triggered again to shut.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Floor hatch}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floodgate&amp;diff=150441</id>
		<title>v0.31 Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Floodgate&amp;diff=150441"/>
		<updated>2011-06-16T13:52:34Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Jamming Floodgates, Unjamming Them */  Verifying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jamming Floodgates, Unjamming Them==&lt;br /&gt;
&lt;br /&gt;
There is some question for verification of whether or not floodgates in 2010 re-shut themselves without needing an additional &amp;quot;close&amp;quot; input. If you see the version of the page that was there before my edits, someone has left info claiming that it is the case and that it indeed changed from 40d, but no citation. Someone please verify. [[User:Minus|Minus]] 06:33, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is useful to note that dwarves will not be crushed by jammed floodgates as they would with bridges thus enabling your miner to dig into fluids without spillage by ensuring the gate is triggered while Urist McMiner is in position on his dig square. I had engineered a set of levers and gate to breach a magma tube. It is a frustrating and difficult 2-dwarf job. I will try a pressure plate paired with a burrow order, next time.&lt;br /&gt;
&lt;br /&gt;
:Yup, verified it will close by itself once the blocking materials are removed, unlike in 40d. Used 31.18, vermin corpses as blocking material, dumped the corpses into the open gate and turned the lever, waited for it to shut and noted it haven't. Dumped the corpses away and as soon as the last hauler took it out and left the square the gate's in, the gate closed shut without additional input. Noting for future readers. [[User:AutomataKittay|AutomataKittay]] 13:52, 16 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Building Floodgates on Floors==&lt;br /&gt;
&lt;br /&gt;
Floors will count as an item blocking it, jamming any floodgate you build on top.  Is this worth adding to the main article, or is it taken pretty much as read (as it does say 'all items')? I assumed that floors wouldn't block them after reading this, but it seems I was wrong.&lt;br /&gt;
:That seems counter-intuitive to me as well, and possibly a bug.  --[[User:Jwest23|Jwest23]]&lt;br /&gt;
::You're doing something wrong - I just built a floodgate on a constructed floor and was able to open/close it just fine. --[[User:Quietust|Quietust]] 20:22, 25 October 2010 (UTC)&lt;br /&gt;
:::Yes, but have you tried constructing a floor on top of a floodgate? [[Special:Contributions/173.14.75.181|173.14.75.181]] 20:48, 25 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sculpture_garden&amp;diff=150437</id>
		<title>v0.31 Talk:Sculpture garden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sculpture_garden&amp;diff=150437"/>
		<updated>2011-06-16T10:25:45Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Meeting hall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Meeting hall==&lt;br /&gt;
Statue gardens can be designated as meeting halls, unless my .31.25 is uniquely bugged--[[User:HugoLuman|HugoLuman]] 06:15, 22 April 2011 (UTC)&lt;br /&gt;
:Checked on my 31.18, no meeting halls setting for gardens, only from table. Cannot verify for later versions, though. [[User:AutomataKittay|AutomataKittay]] 10:25, 16 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=150414</id>
		<title>Template talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=150414"/>
		<updated>2011-06-15T17:53:02Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: /* Links in template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great template... but perhaps you might want to put the item types and/or requirements to do some tasks. For instance, to make glass you need sand, etc.[[User:Schm0|Schm0]] 13:09, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
http://www.chambersharrap.co.uk/chambers/features/chref/chref.py/main?xref=21C40455&amp;amp;title=21st&amp;amp;query=speciality&lt;br /&gt;
&lt;br /&gt;
Changing &amp;quot;speciality&amp;quot; to &amp;quot;specialty&amp;quot; means changing every page that uses the template - and both spellings are correct.&lt;br /&gt;
If you really need to change it, you can change just the displayed name in the table and not the field name in the template (then the skill pages will just show the alternate spelling without needing to be updated)&lt;br /&gt;
[[User:Coelocanth|Coelocanth]] 17:49, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm not sure I really see the point of the &amp;quot;specialty&amp;quot; section. Right now people are mostly using it to repeat the name of the skill. The alternative is to say what the skill is used for, so a Miner's specialty would be &amp;quot;mining&amp;quot;, and a woodcutter's would be &amp;quot;cutting wood&amp;quot;. However, that same information comes from the &amp;quot;tasks&amp;quot; section, so I think the &amp;quot;specialty&amp;quot; section is redundant either way. I suggest having it removed (Plus, that would solve the &amp;quot;speciality&amp;quot; vs. &amp;quot;specialty&amp;quot; thing). --[[User:Pigbuster|Pigbuster]] 17:20, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Flash forward to the present, and changing it to &amp;quot;specialty&amp;quot; wasn't all that difficult; additionally, it was used to denote the &amp;quot;profession&amp;quot; name of a dwarf dominant in said skill (e.g. labor &amp;quot;Farming (Fields)&amp;quot; uses skill &amp;quot;Grower&amp;quot; and the dwarf is called a &amp;quot;Planter&amp;quot;). --[[User:Quietust|Quietust]] 20:43, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Color incontinuities ==&lt;br /&gt;
&lt;br /&gt;
Can anyone provide a logical reason why the colors used in the boxes aren't the same used in-game for the dwarf's color? --[[User:GreyMario|GreyMaria]] 01:04, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Because it's easier on the eyes, while still being completely recognizable as the corresponding in-game color?  On the old wiki, I did the skill [[experience]] table in game-native colors [http://archive.dwarffortresswiki.net/index.php?title=Experience&amp;amp;oldid=7441#Gaining_experience], but it looked awful, and it was subsequently tweaked to something a lot better[http://archive.dwarffortresswiki.net/index.php?title=Experience&amp;amp;diff=7458&amp;amp;oldid=7447#Gaining_experience].  But I do agree that if we are to use less jarring colors, we should do so consistently.--[[User:Maximus|Maximus]] 04:23, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Currently, there are two problems with this.  First, they are not consistent, with [[Fisherdwarf]] and [[Bone carver]] being the in-game colors.  Second, I think that both look just fine (the craftsdwarf blue is even used on the other two fishery worker skills).  So do you think that at least those two sets should be changed to the in-game colors? --[[User:LegacyCWAL|LegacyCWAL]] 18:11, 17 March 2009 (UTC)&lt;br /&gt;
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:::A year later, they all use the in-game colors now. --[[User:Quietust|Quietust]] 20:43, 19 May 2010 (UTC)&lt;br /&gt;
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== Links in template ==&lt;br /&gt;
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I am unfamiliar with adding things and I'd rather not step on anyone's toe, even more so since it's a template. But wouldn't it be helpful to link the Workshop and Attributes lines to their pages at [[Workshop]] and [[Attributes]] respectively? I keep clicking on those words to check the generals out in more detail. [[User:AutomataKittay|AutomataKittay]] 15:59, 15 June 2011 (UTC)&lt;br /&gt;
:Done. --[[User:DUMBELLS|dUMBELLS]] 17:32, 15 June 2011 (UTC)&lt;br /&gt;
::Thanks! [[User:AutomataKittay|AutomataKittay]] 17:53, 15 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=150408</id>
		<title>Template talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=150408"/>
		<updated>2011-06-15T15:59:10Z</updated>

		<summary type="html">&lt;p&gt;AutomataKittay: a query&lt;/p&gt;
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&lt;div&gt;Great template... but perhaps you might want to put the item types and/or requirements to do some tasks. For instance, to make glass you need sand, etc.[[User:Schm0|Schm0]] 13:09, 23 November 2007 (EST)&lt;br /&gt;
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http://www.chambersharrap.co.uk/chambers/features/chref/chref.py/main?xref=21C40455&amp;amp;title=21st&amp;amp;query=speciality&lt;br /&gt;
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Changing &amp;quot;speciality&amp;quot; to &amp;quot;specialty&amp;quot; means changing every page that uses the template - and both spellings are correct.&lt;br /&gt;
If you really need to change it, you can change just the displayed name in the table and not the field name in the template (then the skill pages will just show the alternate spelling without needing to be updated)&lt;br /&gt;
[[User:Coelocanth|Coelocanth]] 17:49, 26 November 2007 (EST)&lt;br /&gt;
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I'm not sure I really see the point of the &amp;quot;specialty&amp;quot; section. Right now people are mostly using it to repeat the name of the skill. The alternative is to say what the skill is used for, so a Miner's specialty would be &amp;quot;mining&amp;quot;, and a woodcutter's would be &amp;quot;cutting wood&amp;quot;. However, that same information comes from the &amp;quot;tasks&amp;quot; section, so I think the &amp;quot;specialty&amp;quot; section is redundant either way. I suggest having it removed (Plus, that would solve the &amp;quot;speciality&amp;quot; vs. &amp;quot;specialty&amp;quot; thing). --[[User:Pigbuster|Pigbuster]] 17:20, 2 December 2007 (EST)&lt;br /&gt;
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Flash forward to the present, and changing it to &amp;quot;specialty&amp;quot; wasn't all that difficult; additionally, it was used to denote the &amp;quot;profession&amp;quot; name of a dwarf dominant in said skill (e.g. labor &amp;quot;Farming (Fields)&amp;quot; uses skill &amp;quot;Grower&amp;quot; and the dwarf is called a &amp;quot;Planter&amp;quot;). --[[User:Quietust|Quietust]] 20:43, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am unfamiliar with adding things and I'd rather not step on anyone's toe, even more so since it's a template. But wouldn't it be helpful to link the Workshop and Attributes lines to their pages at [[Workshop]] and [[Attributes]] respectively? I keep clicking on those words to check the generals out in more detail. [[User:AutomataKittay|AutomataKittay]] 15:59, 15 June 2011 (UTC)&lt;br /&gt;
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== Color incontinuities ==&lt;br /&gt;
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Can anyone provide a logical reason why the colors used in the boxes aren't the same used in-game for the dwarf's color? --[[User:GreyMario|GreyMaria]] 01:04, 14 November 2008 (EST)&lt;br /&gt;
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:Because it's easier on the eyes, while still being completely recognizable as the corresponding in-game color?  On the old wiki, I did the skill [[experience]] table in game-native colors [http://archive.dwarffortresswiki.net/index.php?title=Experience&amp;amp;oldid=7441#Gaining_experience], but it looked awful, and it was subsequently tweaked to something a lot better[http://archive.dwarffortresswiki.net/index.php?title=Experience&amp;amp;diff=7458&amp;amp;oldid=7447#Gaining_experience].  But I do agree that if we are to use less jarring colors, we should do so consistently.--[[User:Maximus|Maximus]] 04:23, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Currently, there are two problems with this.  First, they are not consistent, with [[Fisherdwarf]] and [[Bone carver]] being the in-game colors.  Second, I think that both look just fine (the craftsdwarf blue is even used on the other two fishery worker skills).  So do you think that at least those two sets should be changed to the in-game colors? --[[User:LegacyCWAL|LegacyCWAL]] 18:11, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A year later, they all use the in-game colors now. --[[User:Quietust|Quietust]] 20:43, 19 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>AutomataKittay</name></author>
	</entry>
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