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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CaptainMaybe</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-01T11:19:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rabbit&amp;diff=295166</id>
		<title>Rabbit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rabbit&amp;diff=295166"/>
		<updated>2023-09-09T14:05:52Z</updated>

		<summary type="html">&lt;p&gt;CaptainMaybe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=rabbit_sprites.png&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Not to be confused with [[hare]]s.''&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Rabbits''' are small [[domestic animal]]s that can also be found roaming [[temperate]] plains. Because of their tiny size, they will not provide [[food]] or [[bone]]s even when mature. This means they are not usable as livestock, nor recommended as hunting game. Wild rabbits will not spawn during the [[Calendar|winter]]. Male rabbits are referred to as ''buck rabbits'', while females are called ''doe rabbits'' and babies are called ''bunnies''.&lt;br /&gt;
&lt;br /&gt;
They make decent [[pet]]s for dwarves, but rabbits possess low pet value (tied with the [[cavy]] and [[chinchilla]] as the lowest such values of all animals), which does not make them very profitable in trade, and they don't give any meat when butchered. Non-pet rabbits will require a [[pasture]] to survive. Be warned that rabbits do indeed breed ''like rabbits'' (as it were), and enough of them can strip a pasture bare.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] rabbits for their ''ears'' and their ''ability to burrow''.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lestus&lt;br /&gt;
| elvish  = anale&lt;br /&gt;
| goblin  = badan&lt;br /&gt;
| human   = obler&lt;br /&gt;
}}&lt;br /&gt;
[[File:Oryctolagus cuniculus Tasmania 2.jpg|thumb|250px|center|Admired for its ''ears''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>CaptainMaybe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Captured_creatures&amp;diff=294597</id>
		<title>Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Captured_creatures&amp;diff=294597"/>
		<updated>2023-07-26T18:10:04Z</updated>

		<summary type="html">&lt;p&gt;CaptainMaybe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
You can '''capture [[creatures]]''' in a variety of ways, including [[animal trap]]s for [[vermin]], [[cage trap]]s for wild [[animal]]s and hostiles like goblins, forcibly caging tame animals (see below), and you can also buy caged animals from [[Caravan|traders]]. Several animals (cows, etc.) are classified as [[grazer]]s and need to have access to moss or grass, and will starve if kept in a cage for long - providing food to grazers is best achieved through definition of a [[pasture]]. Other caged animals (such as dogs) do not require food or nourishment. Caged animals have lifetimes, though, so these will also die eventually.  Caged dwarves (including those in [[jail]]) will quickly starve, for they will only irregularly be fed and watered, if at all. A caged creature is fed during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
==Training and taming==&lt;br /&gt;
A dwarf with the [[animal trainer|animal training]] labor can tame caged wild animals, provide training to trained (but not tame) uncaged creatures and tame small creatures ([[vermin]]) at a [[kennel]]. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. A trained creature is marked as &amp;quot;Semi-Wild&amp;quot; or &amp;quot;Trained&amp;quot;, the latter possibly with the symbols commonly used to display quality levels. Training of animals will fade over time, and the displayed &amp;quot;quality&amp;quot; of their training will slowly decay to semi-wild and finally fully wild if the training is not refreshed in a pasture, preferably one designated as animal training zone.&lt;br /&gt;
&lt;br /&gt;
Beware - creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed, even off the map, are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released.&lt;br /&gt;
&lt;br /&gt;
Traders will bring and sell caged animals, the elven caravan will often carry &amp;quot;exotic&amp;quot; species not offered by human and dwarven traders. If the cage contains a creature, this will be indicated in the trade screen by labeling the cage for the creature contained, like &amp;quot;cat cage (zinc)&amp;quot; instead of &amp;quot;(-zinc cage-)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. [[Cage]]s and [[restraint]]s are also useful in [[meat_industry|animal husbandry]].&lt;br /&gt;
&lt;br /&gt;
Caged wild animals can't be [[Butchery|slaughter]]ed at the [[butcher's shop]]. If you want to process captured animals, you must train them beforehand.&lt;br /&gt;
&lt;br /&gt;
==Holding==&lt;br /&gt;
You can restrain creatures by assigning them to [[restraint]]s, putting them in [[cage]]s, assigning them to [[pasture]]s, or throwing them in [[Activity zone#Pit/Pond|pits or ponds]]. Controlling the amount of free-roaming animals can reduce [[Frames per second|lag]]. Sticking [[cat]]s into cages can also reduce pet adoptions: cats cannot adopt new masters if they are physically separated from them.&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals may be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (and will be ''assigned'' to the cage, so your dwarves will not arbitrarily free them). Animals do not breed in cages, but an already pregnant animal will give birth while in a cage. Tame grazing creatures will starve if left in cages, so it is not a long-term solution for those animals. Curiously, wild creatures do not need to eat, so caged wild grazers can be kept indefinitely if they are not tamed.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; Be careful when reassigning an animal that is not tame (for example, one captured via a [[cage trap]]). If the dwarf moving the animal is in any way interrupted or disturbed during the job, the creature will get free, possibly deep within your fort.&lt;br /&gt;
&lt;br /&gt;
::By stationing military dwarves nearby, this can be used as an easy way to release and kill caged creature.  This works especially well if the military dwarves already have an order to kill the creature before you attempt to transfer it.  (Some creatures may actually get transferred successfully, however.)&lt;br /&gt;
&lt;br /&gt;
* '''Pastures''': Pastures are [[activity zone]]s that confine creatures to a certain area. They are essential for [[grazing]] animals (to ensure that they have sufficient [[grass]] to eat), however, pastures can also be useful to position watch and bait animals, to keep [[pet]]s safe from danger, and to corral cats around the food supply for [[vermin]] removal. Any number of creatures can be assigned to a pasture, however, too many animals in a confined space will result in [[overcrowding]].&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': An installed chain ({{k|b}}-{{k|v}}) can have one animal assigned to it {{k|q}}. The creature will be able to move one tile in any direction (including up/down/diagonal). Wild animals assigned to a chain appear to be quite harmless. Members of your fortress will simply ignore them, however visitors (caravan guards, diplomats, etc.) will attack or flee.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as a pit or pond by creating an [[Activity zone#Pit/Pond|activity zone]], designating it as a pit/pond, and assigning animals to it by setting its properties by pressing {{k|P}}.  Note that animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity. See [[Mass pitting]] for information on dumping many caged creatures into a pit/pond at once. If you place too many animals in a confined space, they will become [[overcrowding|overcrowded]] and start fights.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
&lt;br /&gt;
* '''[[Zoo]]''' areas may be defined from a built cage via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive happy or unhappy thoughts from seeing an animal in a zoo based on their preferences.  Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment. First, use {{k|d}}-{{k|b}}-{{k|c}} and {{k|d}}-{{k|b}}-{{k|d}}to mark the entire stockpile of cages (and ''every item in the cages'') for reclaiming and then for dumping, then use {{k|k}} (for unbuilt cages) or {{k|t}} (for built cages) to view and undump the cage itself.  After you ordered the items dumped, dwarves will come and strip the items from your captives. If they do not, double-check that you have a dumping activity zone and that you've reclaimed ({{k|d}}-{{k|b}}-{{k|c}}) - all the equipment a hostile carries is {{k|f}}orbidden by default. You can also dump caged prisoner items through the [[stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could arrange a noble's &amp;lt;strike&amp;gt;death&amp;lt;/strike&amp;gt; unfortunate accident by placing a caged megabeast in their quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
* '''Fortress defense''': You may happen to catch one of the many creatures that cannot actually be tamed: [[invader]]s, [[semi-megabeast]]s, [[animal people]], [[troll]]s, [[zombie]]s, or even an attacking [[werebeast]] after it transforms back to its normal form. These are not as useless as you might think - you can use them for defending your fort. Build the cage somewhere you expect your enemy to come nearby, [[lever|link it]], and when the dire times come, just pull the lever in the appropriate moment and watch the show. Be aware, though, while most of the creatures will run back into the wilds once uncaged, (semi)megabeasts and undead will stay in your fort and may wreak havoc there, especially if you forgot to set up a device that could recapture them afterwards. If you think that one creature is not enough to do its job, release a whole group of them at once. This is particularly useful when you have zombies, as these will not fight each other, and creatures of the same species also won't attack themselves. Otherwise it's a good idea to separate the individual cages.&lt;br /&gt;
&lt;br /&gt;
* '''[[Live training]]''': Military dwarves gain experience much faster from actual combat than sparring, demonstrations, or drills. By relieving your prisoners of their weapons they can be rendered mostly harmless, perfect for your aspiring warriors to whale upon.&lt;br /&gt;
&lt;br /&gt;
* '''[[Silk farming]]''': If you are the lucky owner of a tamed [[giant cave spider]], you can release disarmed enemies in a room with it, causing it to shoot significant quantities of [[silk]] which can then be woven into expensive cloth. Creative arrangements of doors, chains, and fortifications can allow a setup which generates a near-constant stream of silk using a single creature as bait.&lt;br /&gt;
&lt;br /&gt;
* '''[[Creature logic]]''': A branch of [[dwarfputing]] that relies on the pathing of creatures to perform calculations.&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Captured creatures]]&lt;/div&gt;</summary>
		<author><name>CaptainMaybe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=294435</id>
		<title>Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=294435"/>
		<updated>2023-07-19T20:19:43Z</updated>

		<summary type="html">&lt;p&gt;CaptainMaybe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:00, 22 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:cave-wheat-flour.jpg|thumb|right|A [[jute]] [[bag]] filled with flour.]]&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the many available [[Crops|grains]] at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] does not [[Wear|wither]] like crops, and possesses an indefinite shelf-life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
Flour that is stored in a bag is not recognized by the [[Manager|manager's]] work order conditions, unless it's given the trait 'cookable'. If the trait is not added to the item specification, the item count will always be handled as if it was 0 (meaning that all comparisons &amp;lt;X will be true, resulting in unlimited production). Example: If you want your Kaniwa flour stockpile to be 50 at all times, you need to add the following conditions to the work order: [a]dd item condition, [i]tem type powder, [m]aterial Kaniwa flour, [t]rait cookable, [n]umber 50.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than a raw mill-able [[crop]], meaning prepared meals made with flour will have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. Typically, a stack of 2 plants will be ground to produce a single bag with 2 flour and 2 seeds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Flour Economy''&lt;br /&gt;
&lt;br /&gt;
Since meals have a quality modifier, they can be ''very'' valuable; a skilled [[cook]] can consistently produce masterwork meals. Combine this will the higher value of flour as an ingredient, and you have a recipe for financial success. Literally. &lt;br /&gt;
&lt;br /&gt;
If you end up selling flour-based meals for trade, just make sure not to interrupt your own food supply. It's important to keep enough flour/dwarven wheat around for food and alcohol for your own people.&lt;br /&gt;
&lt;br /&gt;
== Flour Varieties ==&lt;br /&gt;
The following crops can be made into flour:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Soft wheat|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Hard wheat|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Spelt|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Barley|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Buckwheat|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Oats|tile=t|colour=2:0|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Sorghum|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Rice|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Maize|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Quinoa|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Kaniwa|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Blood amaranth|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Purple amaranth|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Pearl millet|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=White millet|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Finger millet|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Foxtail millet|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Fonio|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Teff|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Flax|tile=t|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Hemp|tile=t|colour=2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Flax]] and [[hemp]] are unique among flour-producing plants in that they also produce [[plant fiber]]; that is, it is possible to make both the flour and the containers that hold it from one plant.&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Scholardwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; – some sort of solid beer – but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be &amp;quot;masterfully ground&amp;quot; cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
The few human traders to make any comparison between cave wheat flour biscuits and the nigh-legendary solid beer found themselves suffering [[unfortunate accident|from terrible, sudden misfortune]].&lt;br /&gt;
&lt;br /&gt;
Also, on the topic of humans, some may be seen expressing joy over minced flour meals, apparently believing it to be another form of solid alcohol.&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
[[ru:Flour]]&lt;/div&gt;</summary>
		<author><name>CaptainMaybe</name></author>
	</entry>
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