<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Davichococat</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Davichococat"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Davichococat"/>
	<updated>2026-06-18T22:02:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=148653</id>
		<title>User:Davichococat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=148653"/>
		<updated>2011-05-04T17:33:46Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: /* Current Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Davichococat ==&lt;br /&gt;
&lt;br /&gt;
Bay 12 Games forum profile: http://www.bay12forums.com/smf/index.php?action=profile;u=29073&lt;br /&gt;
&lt;br /&gt;
Talk to me at my talk page: {{L|User_talk:Davichococat}}.&lt;br /&gt;
== Current Fortress ==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
Currently working on one, soon to be released!&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=144597</id>
		<title>User:Davichococat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=144597"/>
		<updated>2011-04-04T18:46:54Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Davichococat ==&lt;br /&gt;
&lt;br /&gt;
Bay 12 Games forum profile: http://www.bay12forums.com/smf/index.php?action=profile;u=29073&lt;br /&gt;
&lt;br /&gt;
Talk to me at my talk page: {{L|User_talk:Davichococat}}.&lt;br /&gt;
== Current Fortress ==&lt;br /&gt;
&lt;br /&gt;
Town Monomid, &amp;quot;Paperrocks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Map: None&lt;br /&gt;
&lt;br /&gt;
Download Link: None&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
Currently working on one, soon to be released!&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=143984</id>
		<title>User:Davichococat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=143984"/>
		<updated>2011-04-02T21:18:48Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Davichococat ==&lt;br /&gt;
&lt;br /&gt;
Bay 12 Games forum profile: http://www.bay12forums.com/smf/index.php?action=profile;u=29073&lt;br /&gt;
&lt;br /&gt;
Talk to me at my talk page: {{L|User_talk:Davichococat}}.&lt;br /&gt;
== Current Fortress ==&lt;br /&gt;
&lt;br /&gt;
Village Monomid, &amp;quot;Paperrocks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Map: None&lt;br /&gt;
&lt;br /&gt;
Download Link: None&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
Currently working on one, soon to be released!&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=143973</id>
		<title>User:Davichococat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=143973"/>
		<updated>2011-04-02T19:51:49Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Davichococat ==&lt;br /&gt;
&lt;br /&gt;
Bay 12 Games forum profile: http://www.bay12forums.com/smf/index.php?action=profile;u=29073&lt;br /&gt;
&lt;br /&gt;
Talk to me at my talk page: {{L|User_talk:Davichococat}}.&lt;br /&gt;
== Current Fortress ==&lt;br /&gt;
&lt;br /&gt;
Hamlet Monomid, &amp;quot;Paperrocks&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Map: None&lt;br /&gt;
&lt;br /&gt;
Download Link: None&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
Currently working on one, soon to be released!&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=139754</id>
		<title>User:Davichococat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Davichococat&amp;diff=139754"/>
		<updated>2011-03-23T22:52:48Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: Created page with '== Davichococat ==  Bay 12 Games forum profile: http://www.bay12forums.com/smf/index.php?action=profile;u=29073  Talk to me at my talk page: {{L|User_talk:Davichococat}}. == Curr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Davichococat ==&lt;br /&gt;
&lt;br /&gt;
Bay 12 Games forum profile: http://www.bay12forums.com/smf/index.php?action=profile;u=29073&lt;br /&gt;
&lt;br /&gt;
Talk to me at my talk page: {{L|User_talk:Davichococat}}.&lt;br /&gt;
== Current Fortress ==&lt;br /&gt;
&lt;br /&gt;
None, currently messing with the raws and trying to do a mod.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
Currently working on one, soon to be released!&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Davichococat&amp;diff=139753</id>
		<title>User talk:Davichococat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Davichococat&amp;diff=139753"/>
		<updated>2011-03-23T22:51:35Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: Created page with 'Leave a comment, ask for something, or just talk to me here, after this line:  ----'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leave a comment, ask for something, or just talk to me here, after this line:&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dyer%27s_shop&amp;diff=137972</id>
		<title>v0.31:Dyer's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dyer%27s_shop&amp;diff=137972"/>
		<updated>2011-03-09T17:06:37Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:42, 12 June 2010 (UTC)}}{{Workshop|name=Dyer's shop|key=d|job=[[Dyer|Dyeing]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Barrel}}&lt;br /&gt;
* {{L|Bucket}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Dye}}&lt;br /&gt;
* Thread or {{L|Cloth}}&lt;br /&gt;
|production=&lt;br /&gt;
* Dyed Thread or {{L|Cloth}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Dyer's shop''' is the {{L|workshop}} used to {{L|dye}} {{L|thread}} and {{L|cloth}}. It requires a {{L|barrel}} and a {{L|bucket}} to build, and must be built by a {{L|dwarf}} with the {{L|Dyer|Dyeing}} {{L|labor}} enabled. Dyeing increases the {{L|value}} of the dyed thread or cloth, which can be useful for {{L|trading}}.&lt;br /&gt;
&lt;br /&gt;
There is currently 4 dye colors. Midnight Blue, Emerald, Red, Black. Midnight blue is extracted from [[Dimple cup]]s. Emerald is extracted from [[Blade weed]]. Red dye is extracted from [[Hide root]], and Black from [[Sliver barb]]. Sliver barbs are only found on evil areas. Elves, dwarves, and humans won't bring Sliver bars within their caravan, so you must either embark on a evil area or trade with the [[Goblins]](they ''may'' send caravans when in peace with your [[civilization]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
*[[Dye]]&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shop&amp;diff=137957</id>
		<title>v0.31:Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shop&amp;diff=137957"/>
		<updated>2011-03-08T22:24:15Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}{{Building|name=Shop|key=z&lt;br /&gt;
|job=&lt;br /&gt;
None&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
Skill appropriate to building material&lt;br /&gt;
|purpose=&lt;br /&gt;
Allows dwarves to purchase items&lt;br /&gt;
}}{{av}}&lt;br /&gt;
Shops were activacted for building when the [[Dwarven Economy]] started. Until the economy started, it won't appear in the {{K|b}}uilding list. Since it no longer starts, shops no longer are activacted for building. [[Toady One]] said that the Dwarven Economy will be back once sweeping changes are made.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shop&amp;diff=137956</id>
		<title>v0.31:Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shop&amp;diff=137956"/>
		<updated>2011-03-08T22:20:24Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}{{Building|name=Shop|key=z&lt;br /&gt;
|job=&lt;br /&gt;
None&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
Skill appropriate to building material&lt;br /&gt;
|purpose=&lt;br /&gt;
Allows dwarves to purchase items&lt;br /&gt;
}}{{av}}&lt;br /&gt;
Shops were activacted for building when the [[Dwarven Economy]] started. Until the economy started, it won't appear in the [b]uilding list. Since it no longer starts, shops no longer are activacted for building. [[Toady One]] said that the Dwarven Economy will be back once sweeping changes are made.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Char&amp;diff=137955</id>
		<title>v0.31:Char</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Char&amp;diff=137955"/>
		<updated>2011-03-08T22:13:41Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{VerminInfo|name=Char|symbol=α|color=0:0:1|biome=* Temperate freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Char are vermin-sized fish that can be caught by {{L|fisherdwarf|fisherdwarves}} and processed at a {{L|fishery}}. They are only found in {{L|biome|temperate}} {{L|river}}s and {{L|lake}}s. Char can be caught year round. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vermin-Char.jpg|Admired for its coloration.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Leader&amp;diff=137954</id>
		<title>v0.31:Leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Leader&amp;diff=137954"/>
		<updated>2011-03-08T22:05:00Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|21:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
&lt;br /&gt;
This is a Military Skill. All Squadleaders (Commander, [[Captains]] and the [[Hammerer]]) will learn it slowly. [[Toady One]] stated in a Fortress talk that it is used when a dwarf tries to teach another dwarf a [[skill]] through a lecture. It is currently only used to train [[weapon]] skills. The 'Leader' skill shouldn't be confunded with the noble [[Expedition Leader]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=137953</id>
		<title>v0.31:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=137953"/>
		<updated>2011-03-08T21:55:25Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: Fixed some grammar issues.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
=Reclaiming=&lt;br /&gt;
&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another. Sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of Reclaim Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim a fortress==&lt;br /&gt;
In order to reclaim a fortress, you must first have lost a fortress site somehow, whether by starvation, abandonment or violence. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations. From there, reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
On arrival at your old fortress location, the player's initial impression will be one of untidiness. {{L|forbid|Forbidden}} items will be strewn everywhere. Dwarves that died during the fall of the last fortress will be scattered across the map along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind. [[Food]] items in [[barrel]]s rot away for the reclaim. [[Prepared meal]]s will be scattered everywhere but are still dwarf-edible. &lt;br /&gt;
&lt;br /&gt;
Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards. Enemy invasion forces like [[goblin]] ambush parties will be peaceful for some reason. If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in [[ambush]] for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
&lt;br /&gt;
Constructed buildings will have remained standing, including small buildings like {{L|cage}}s and {{L|bed}}s. [[Buildings]], like items, must be reclaimed before they can be used. &lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s will no longer exist, and anything held within them will have been scattered along with everything else.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a {{L|smelter}}, you will need to reclaim all of the items that make up that {{L|workshop}}. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit  {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
*If for whatever reason you walled off a section of your fort (to wall a very unhappy dwarf in their bedroom, for example) the walled off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal.&lt;br /&gt;
*When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is missplaced and can't be stored&amp;quot; forever.&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bat&amp;diff=137921</id>
		<title>v0.31:Bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bat&amp;diff=137921"/>
		<updated>2011-03-08T19:06:23Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:55, 30 September 2010 (UTC)}}&lt;br /&gt;
{{VerminInfo|name=Bat|symbol=∙|color=0:0:1|biome=* Subterranean chasm (1-2)&lt;br /&gt;
* Not freezing|&lt;br /&gt;
spring=1|summer=1|autumn=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
One of the many tiny {{L|vermin}} encountered in Dwarf Fortress,  bats are subterranean creatures that fly about in both {{L|cavern|natural}} and dwarf-made caves. Dwarves may either absolutely detest bats or admire them for their haunting cries. Should not be confunded with [[Bat man]].&lt;br /&gt;
&lt;br /&gt;
===Purposes of bats===&lt;br /&gt;
*Giving your dwarves {{L|preferences|pleasant and unpleasant}} {{L|thoughts}}&lt;br /&gt;
*Giving your {{L|cat}}s something to do&lt;br /&gt;
*Being {{L|trapper|captured}} and {{L|animal trainer|tamed}}&lt;br /&gt;
*Chewing on food storage containers&lt;br /&gt;
*Appearing in {{L|engraving}}s and {{L|statue}}s&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vermin-Bat.jpg|Admired for its haunting cries.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Bat man}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire_man&amp;diff=137905</id>
		<title>v0.31:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire_man&amp;diff=137905"/>
		<updated>2011-03-08T16:53:32Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:16, 28 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Fire man&lt;br /&gt;
|symbol=M |color=4:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Cavern|Subterranean magma pipes}}&amp;lt;br /&amp;gt;(Depth 3)&lt;br /&gt;
* {{L|Magma sea|Subterranean magma seas}}&amp;lt;br /&amp;gt;(Depth 4)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item= {{L|Ash|Bar of Ashes}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fire Men''' are {{L|building destroyer}}s. When killed, becomes a '''Bar of Ashes'''. They can pop out on your magma workshops, so its advised to have some defenses around. Despite being made of fire, it wont burn your wooden cages when inside it. Creatures can't pass through [[Fortification]]s, but fluids '''can''' pass through it, so you can bring magma to your workshops safely using tunnels and fortifications.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Raw_file&amp;diff=137904</id>
		<title>v0.31:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Raw_file&amp;diff=137904"/>
		<updated>2011-03-08T16:28:02Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Raw files''' are text files found in the \raw\objects subfolder of Dwarf Fortress.  These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just &amp;quot;the raws&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The \raw\graphics subfolder of Dwarf Fortress is used to store user-customizable {{L|graphics sets|graphics sets}}.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is not an open source program, so most {{L|modding|modding}} of the game is limited to altering the raws or doing {{L|memory hacking}}.&lt;br /&gt;
&lt;br /&gt;
Duplicating the raw files can cause several bugs, and even crashes. The game gets very messy and buggy when you do it.&lt;br /&gt;
&lt;br /&gt;
==Syntax of raw files==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TYPE]&lt;br /&gt;
 &lt;br /&gt;
 [TYPE:ID] &lt;br /&gt;
 &amp;lt;...contents...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ID is an unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).&lt;br /&gt;
&lt;br /&gt;
===Types of content:===&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*BODY_DETAIL_PLAN - similar to the following creature variation file type, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.)&lt;br /&gt;
*BUILDING - custom workshops&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*CREATURE_VARIATION - variations that can be applied to creatures (eg, making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes)&lt;br /&gt;
*DESCRIPTOR_COLOR - named colours for use with DESCRIPTOR_PATTERN objects (other purposes unknown)&lt;br /&gt;
*DESCRIPTOR_PATTERN - patterns with colour combinations for use with creatures (other purposes unknown)&lt;br /&gt;
*DESCRIPTOR_SHAPE - shapes with descriptions and variations. Previous versions used this for engravings, but their use in the current version is unverified as of yet.&lt;br /&gt;
*ENTITY - civilization types, with assigned race, language, culture, ethics, and social structure.&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*INORGANIC - inorganic material definitions.&lt;br /&gt;
*ITEM - items ranging from ammunition to food types, has secondary types for the purposes of [TYPE:ID]&lt;br /&gt;
**ITEM_AMMO - ammunition for ranged weapons&lt;br /&gt;
**ITEM_ARMOR - body clothing, including armour&lt;br /&gt;
**ITEM_FOOD - prepared food definitions&lt;br /&gt;
**ITEM_GLOVES - hand clothing, including armour&lt;br /&gt;
**ITEM_HELM - head clothing, including armour&lt;br /&gt;
**ITEM_INSTRUMENT - instrument definitions&lt;br /&gt;
**ITEM_PANTS - lower body clothing, including armour&lt;br /&gt;
**ITEM_SHIELD - shields (always armour?)&lt;br /&gt;
**ITEM_SHOES - foot clothing, including armour&lt;br /&gt;
**ITEM_SIEGEAMMO - ammunition for siege weapons (only ballista?)&lt;br /&gt;
**ITEM_TOY - toy definitions&lt;br /&gt;
**ITEM_TRAPCOMP - components that can be used in weapon traps (two special tags define trapcomps that can be used in other constructions: IS_SCREW and IS_SPIKE)&lt;br /&gt;
**ITEM_WEAPON - weapons that are used by soldiers, as well as digging tools&lt;br /&gt;
*LANGUAGE - word definitions for the languages used by ENTITY objects&lt;br /&gt;
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences&lt;br /&gt;
**Entries beginning with [WORD:ID] define words and their alternate forms (in english)&lt;br /&gt;
*MATERIAL_TEMPLATE - definitions of information common to groups of materials (referenced all over the place)&lt;br /&gt;
*PLANT - definitions of plants, their materials, and their derivitives&lt;br /&gt;
*REACTION - reactions/custom workshop jobs (turn items into other items though dwarven effort)&lt;br /&gt;
*TISSUE_TEMPLATE - defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
&lt;br /&gt;
When a world is generated, the raw files are moved from &amp;lt;game folder&amp;gt;/raw/ to &amp;lt;game folder&amp;gt;/data/save/REGION/raw/. It is currently unknown how much these can then be changed without breaking the save. Unlike [[40d:raw file|previous versions]] of the game, raw files are not &amp;quot;compiled&amp;quot; into the data/objects folder. Indeed, said folder does not exist.&lt;br /&gt;
&lt;br /&gt;
A list of tokens can be seen at [[:Category:Tokens]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Files]]&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jeweler&amp;diff=137581</id>
		<title>v0.31:Jeweler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jeweler&amp;diff=137581"/>
		<updated>2011-03-08T00:09:07Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|00:31, 12 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Jeweler''' is a category profession. It covers the {{L|gem cutting|cutting}} of rough {{L|gem}}s, and the {{L|Gem setter|encrusting}} of cut gems onto {{L|finished goods}} and {{L|furniture}}. &lt;br /&gt;
&lt;br /&gt;
A {{L|dwarf}} whose is fairly even in Jeweler skills will be known as a &amp;quot;Jeweler&amp;quot;. Otherwise, they will be known by their highest skill.&lt;br /&gt;
&lt;br /&gt;
A dwarf who achieves ''Grand Master'' rank or higher in either of these skills will be known by that skill.&lt;br /&gt;
&lt;br /&gt;
The two Jeweler skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|2:1|2:1|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=137579</id>
		<title>v0.31:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=137579"/>
		<updated>2011-03-07T23:13:39Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:44, 11 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Elephant&lt;br /&gt;
|symbol=E|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|forest|Tropical forest}}&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=5&lt;br /&gt;
|bone=49-67&lt;br /&gt;
|meat=36-190&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestine=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.''&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are trainable into war/hunting elephants at the {{L|kennel}}s by a {{l|dwarf}} with the {{l|animal trainer}} {{l|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
Tame '''Elephants''' are currently bugged, and will die of starvation ''while eating'', because they can't eat enough grass in time.&lt;br /&gt;
&lt;br /&gt;
Being the largest land animals besides {{Catlink|Megabeasts|megabeasts}}, they are sure to make a good choice to train and put in your {{l|military}}. Their sheer size means that they pack a huge blunt force, making them good against pretty much anything, including well-{{l|armor}}ed {{l|goblin}}s. Known in past releases as [[Boatmurdered|a cold, emotionless and highly effective dwarf killing machine]], with blood eternally dripping from their ivory tusks. (Size numbers used to equal combat bonuses, to damage and damage resistance. Now it's just more and thicker tissues.)&lt;br /&gt;
&lt;br /&gt;
{{l|elf|Elven}} {{l|caravan}}s may occasionally bring them pre-tamed (if they have settlements in the right locations), but if you embark in their native biome they can also be caught in {{L|Trap#Cage Trap|cage traps}} and {{l|tame}}d by one of your dwarves without the assistance of a {{L|dungeon master}}, making them an even a greater choice for a war animal.&lt;br /&gt;
&lt;br /&gt;
If you plan on breeding elephants note that elephant calfs take a very long time to mature, and pregnant elephants will sometimes give birth to triplets. Also, all, or at least most, elephants will follow the animal trainer who tamed them. This is very effective if you train them into war elephants and make the trainer into a recruit. Wherever the squad would be, a massive army of war elephants would follow, making quick work of any goblin ambushes.&lt;br /&gt;
&lt;br /&gt;
Even in death, elephants are wonderful creatures - once butchered, their products are worth ''five'' times as much as those of more boring animals (like {{L|cow}}s), and their great size means that there will be a ''lot'' of products.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stack&amp;diff=137578</id>
		<title>v0.31:Stack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stack&amp;diff=137578"/>
		<updated>2011-03-07T22:49:54Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: Fixed link to 'Pump stack' section on 'Screw pump' article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
(''Are you looking for information about {{L|Screw_pump#Pump_stack|pump stacks}}?)&lt;br /&gt;
&lt;br /&gt;
Some items can be stacked in order to take up less room. Items like crossbow {{L|bolts}}, {{L|coins}}, and {{L|bones}} are examples of stacks of solid objects. {{L|Alcohol|Booze}} is the most often encountered stack of a liquid item.&lt;br /&gt;
&lt;br /&gt;
It's not possible to combine different items of the same type into stacks.  For example, if you have two stacks of {{L|plump helmet}}s, each with a count of two, it's not possible to combine them into a single stack of four plump helmets.  Also, if you fire a single {{L|ammo|arrow}} from a stack of 30 arrows, you won't be able to put the fired arrow back into the original stack, and you'll eventually end up with 30 stacks of arrows, each containing just a single arrow.  The closest thing the game has to combining stacks is {{L|cooking}} meals: if you cook a lavish meal out of four stacks of food, each of size five, you'll end up with a single stack of twenty meals.&lt;br /&gt;
&lt;br /&gt;
==Identifying stacks==&lt;br /&gt;
Stacks of items are visible as an item name with a number in brackets next to it. For example, &amp;quot;Iron bolts[20]&amp;quot; is a stack of 20 iron {{L|crossbow}} bolts. A dwarf can pick up the entire stack and carry it, or a {{L|marksdwarf}} can remove a single bolt from the stack and fire it.&lt;br /&gt;
&lt;br /&gt;
For stacks of food or booze, a dwarf will eat or drink a single unit of food or booze at a sitting. The size of the stack does not affect how much the dwarf will consume.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=137577</id>
		<title>v0.31:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=137577"/>
		<updated>2011-03-07T22:39:46Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:18, 5 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most {{L|creature}}s. Different types of creatures have different types of skin. &amp;quot;Normal&amp;quot; creatures (such as domestic creatures [[Cow]], [[Dog]], [[Cat]], large above-ground creatures, etc, for instance) have the skin called '''Raw hide'''. Insectoids, like [[Giant desert scorpion]], have the skin called '''Chitin'''. Aquatic creatures and reptilians skins, such as [[Carp]], or [[Dragon]]s are called '''Scales'''. Some aquatic creatures may too have the common '''Raw hide''' skin (an example is the [[Whale]]).&lt;br /&gt;
== Skin uses ==&lt;br /&gt;
Skins can be tanned. Tanning a skin wields 1 tanned hide. You can't tan '''Scales'''. The process of tanning raw hides is done at the [[Tanner's Shop]]. It requires a dwarf with the [[Tanning]] labor enabled. Tanned hides are called [[Leather]] (raw hide) or '''Treated Chitin''' (Chitin).&lt;br /&gt;
== Leather ==&lt;br /&gt;
[[Leather]] is used to make low-grade [[armor]] and [[clothing]]. Leather is also used to make {{L|bag}}s, {{L|quiver}}s, {{L|backpack}}s, {{L|waterskin}}s, {{L|clothing}}, {{L|shield}}s, {{L|armor}}, {{L|trade good|crafts}} and {{L|decorate|decorations}}. The process of making and using leather is part of the [[Meat industry]], rather than [[Clothing industry]].&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Armor]]&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dyer%27s_shop&amp;diff=137576</id>
		<title>v0.31:Dyer's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dyer%27s_shop&amp;diff=137576"/>
		<updated>2011-03-07T22:37:27Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:42, 12 June 2010 (UTC)}}{{Workshop|name=Dyer's shop|key=d|job=[[Dyer|Dyeing]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Barrel}}&lt;br /&gt;
* {{L|Bucket}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Dye}}&lt;br /&gt;
* Thread or {{L|Cloth}}&lt;br /&gt;
|production=&lt;br /&gt;
* Dyed Thread or {{L|Cloth}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Dyer's shop''' is the {{L|workshop}} used to {{L|dye}} {{L|thread}} and {{L|cloth}}. It requires a {{L|barrel}} and a {{L|bucket}} to build, and must be built by a {{L|dwarf}} with the {{L|Dyer|Dyeing}} {{L|labor}} enabled. Dyeing increases the {{L|value}} of the dyed thread or cloth, which can be useful for {{L|trading}}.&lt;br /&gt;
&lt;br /&gt;
There is 4 dye colors. Midnight Blue, Emerald, Red, Black. Midnight blue is extracted from [[Dimple cup]]s. Emerald is extracted from [[Blade weed]]. Red is extracted from [[Hide root]], and Black from [[Sliver barb]]. Sliver barbs are only found on evil areas.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=137432</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=137432"/>
		<updated>2011-03-05T20:53:21Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Milk''' is a product {{L|extract}}ed from milkable {{L|creatures}}. Milk can be made into {{L|cheese}}, used in {{L|cook}}ing {{L|prepared meal}}s or consumed as is (counts as food, not drink).&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf assigned to Milking, a Farmer's Workshop, an empty bucket, an empty barrel (or available space in an existing milk barrel), and a mature, non-pet, milkable animal. &lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*{{L|Camel}}, both {{L|One-humped camel|one-humped}} and {{L|Two-humped camel|two-humped}}.&lt;br /&gt;
*{{L|Cow}}&lt;br /&gt;
*{{L|Donkey}}&lt;br /&gt;
*{{L|Horse}}&lt;br /&gt;
*{{L|Purring maggot}}&lt;br /&gt;
*{{L|Pig}}&lt;br /&gt;
*{{L|Sheep}}&lt;br /&gt;
*{{L|Goat}}&lt;br /&gt;
*{{L|Water buffalo}}&lt;br /&gt;
*{{L|Reindeer}}&lt;br /&gt;
*{{L|Yak}}&lt;br /&gt;
*{{L|Llama}}&lt;br /&gt;
*{{L|Alpaca}}&lt;br /&gt;
&lt;br /&gt;
Order your {{L|Farmer's Workshop}} to Milk Creature. The milker will not necessarily pick the closest animal available. Caging or restraining the milkable creatures near the workshop is recommended, but not mandatory.  The animal must also have milk available.&lt;br /&gt;
&lt;br /&gt;
You cannot use [R]epeat to alternate between Milk Creature and Make Cheese if you only have one animal available to milk.  Setting up two workshops (one for Milk Creature (R) and the other for Make Cheese (R)) works fairly well.&lt;br /&gt;
&lt;br /&gt;
Once milked, the creature will be free to roam.  If the creature was previously caged or restrained, some dwarf will be assigned the job of taking it back.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is marked in the RAW files with the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. In this case, it is a cow and the time period is 20000 ticks, at roughly 1200 ticks per day. All creatures currently have this tag set to 20000, so there is no reason to favor one milkable creature over another, other than preference.&lt;br /&gt;
&lt;br /&gt;
Because milk is considered a food and not a drink, dwarves will not drink it, even if they are dying of [[thirst]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* Sometimes two dwarves will have a tug-of-war over a creature if one decides it should be milked and the other wants to cage it. If you find your milking orders are taking ages, watch to see if this is occurring. It seems less likely to occur the closer the animal starts to the farmer's workshop, since the shorter route gives less time for the 'cage animal' job to be generated.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. Perhaps there should be an option to assign a cage or restraint to milking so that it will be used automatically for pet animals?&lt;br /&gt;
* Tamed {{L|purring maggot}}s can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked, {{L|purring maggot}}s are left inside the workshop as an item. {{Bug|3668}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=137431</id>
		<title>v0.31:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=137431"/>
		<updated>2011-03-05T20:44:59Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:18, 5 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most {{L|creature}}s. Different types of creatures have different types of skin.'Normal' creatures(such as domestic creatures[[Cow]],[[Dog]],[[Cat]],large above-ground creatures, etc, for instance) have the skin called 'Raw hide'. Insectoids, like [[Giant desert scorpion]], have the skin called '''Chitin'''. Aquatic creatures and reptilians skins, such as [[Carp]],or [[Dragon]]s are called '''Scales'''. Some aquatic creatures may have the common 'Raw hide' skin(an example is the [[Whale]]).&lt;br /&gt;
== Skin uses ==&lt;br /&gt;
Skins can be tanned. Tanning a skin wields 1 tanned hide. You can't tan 'Scales'. The process of tanning raw hides is done at the [[Tanner's Shop]]. It requires a dwarf with the '''Tanning''' labor enabled. Tanned hides are called '[[Leather]]'(raw hide) or 'Treated Chitin'(Chitin).&lt;br /&gt;
== Leather ==&lt;br /&gt;
[[Leather]] is used to make low-grade armor and clothing. Leather is also used to make some [[crafts]](useful or not).. An example of an useful item created with leather is a [[Waterskin]]. Also you can make [[bag]]s and other objects out of leather. The process of making and using leather is part of the [[Meat industry]], rather than [[Clothing industry]].&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Armor]]&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=137424</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=137424"/>
		<updated>2011-03-05T18:37:33Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|Skin, Scale, and Chitin &lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} and Wool&lt;br /&gt;
|Used to make clothing and bags&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.19}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.19}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{K|b}} : Butcher a dead animal&lt;br /&gt;
*{{K|e}} : Extract from a dead animal&lt;br /&gt;
*{{K|a}} : Capture a live land animal&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you cant butcher 'Oyster'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat Industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tax_collector&amp;diff=136019</id>
		<title>v0.31:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tax_collector&amp;diff=136019"/>
		<updated>2011-02-13T20:17:40Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In previous versions the arrival of the Tax collector and [[Baron]] would signal the beginning of the [[Dwarven economy]], a feature that is disabled in DF2010. [[Toady One]] has stated that the Dwarven economy may return after sweeping changes are made.&lt;br /&gt;
&lt;br /&gt;
You can change the raws to allow Tax collectors to be appointed by others nobles(like the mayor). But that still dont activates the Dwarven economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Tax Collector&lt;br /&gt;
| office= Office&lt;br /&gt;
| quarters= Modest Quarters&lt;br /&gt;
| dining= Modest Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Entourage}}&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Game_development&amp;diff=136018</id>
		<title>Game development</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Game_development&amp;diff=136018"/>
		<updated>2011-02-13T20:11:45Z</updated>

		<summary type="html">&lt;p&gt;Davichococat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}Dwarf Fortress is always in development. [[Toady One]] (Tarn Adams), helped by his brother [[ThreeToe]] (Zach Adams), spends most of his time improving the game, fixing bugs or adding new features.&lt;br /&gt;
&lt;br /&gt;
The main site has a [http://www.bay12games.com/dwarves/dev.html whole page] on the development cycle of Dwarf Fortress. There's multiple complex lists, with various terms used. This page is made to explain the development cycle of DF.&lt;br /&gt;
&lt;br /&gt;
== Dev pages ==&lt;br /&gt;
&lt;br /&gt;
There's several pages resuming [http://dffd.wimbli.com/file.php?id=2307 the projected features] of the game : &lt;br /&gt;
&lt;br /&gt;
=== Dev ===&lt;br /&gt;
&lt;br /&gt;
The currently official development page.There are Toady's next to do goals.It implies of various ideas, divided in various categories, about how to improve the game, mainly composed of adventure mode ideas.Any other Dev pages(exeept for dev_now) are obsolete right now.&lt;br /&gt;
&lt;br /&gt;
=== Dev_Single ===&lt;br /&gt;
&lt;br /&gt;
Dev_single is a consolidated page which include every planned feature in the game. Needless to say, this page is subject to modification, as older goals are accomplished or became irrelevant. &lt;br /&gt;
&lt;br /&gt;
=== Dev_Future ===&lt;br /&gt;
&lt;br /&gt;
Dev_Future list all the far-future goals, which would be initiated only after the version 1 of the game, which will be finished in several years at least.&lt;br /&gt;
&lt;br /&gt;
=== Dev_V1 ===&lt;br /&gt;
&lt;br /&gt;
Dev_V1 lists every feature that must be implemented before the game can be considered &amp;quot;version 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dev_Next ===&lt;br /&gt;
&lt;br /&gt;
Dev_Next is what Toady is currently working on. This part is cut into &amp;quot;Updates&amp;quot;, which will be released separately.&lt;br /&gt;
&lt;br /&gt;
=== Dev_Now === &lt;br /&gt;
&lt;br /&gt;
The nearly daily dev log is writted on [http://www.bay12games.com/dwarves/index.html Dev_Now]. Here, Toady describes his progress on the current update.&lt;br /&gt;
&lt;br /&gt;
=== Dev pages hierarchy ===&lt;br /&gt;
&lt;br /&gt;
You can see how dev pages are related with this simple chart : &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |=======================================Dev===================================|&lt;br /&gt;
 |====================================Dev_single===============================|&lt;br /&gt;
 |=====================Dev_V1=====================|==========Dev_Future========|&lt;br /&gt;
 |================Dev_Next=================|&lt;br /&gt;
 |===Update1===|===Update2===|===Update3===|&lt;br /&gt;
 |=Dev_Now=|&lt;br /&gt;
&lt;br /&gt;
'''Dev_single''' regroup every single idea Toady and Threetoe ever had for the game. Inside this, there's goal fixed for the V1 of the game ('''Dev_V1''') and other goals for after the V1 ('''Dev_Future'''). Within Dev_V1, Toady selected some features he want to start working on, it's '''Dev_Next'''. Since there's a lot of features that are very time-consuming, he separated his workload in different updates, and he relates the progress he made on the current update's programming on Dev_Now.&lt;br /&gt;
&lt;br /&gt;
== [[Arcs]] == &lt;br /&gt;
&lt;br /&gt;
Inside Dev_V1 and Dev_Future, you can see that Toady regrouped his ideas into &amp;quot;Arcs&amp;quot;. These arcs are a collection of core items, bloats, reqs and power goal (see below) that share the same theme. For instance, there's the [[Army Arc]], or the [[Caravan Arc]]. Toady selected some of these arcs to work on (on the Dev_Next page), in the aim to complete them (or at least do a part of them) in the near-future. &lt;br /&gt;
&lt;br /&gt;
=== Core components ===&lt;br /&gt;
&lt;br /&gt;
A core component is a key feature of the game. It's a subpart of an arc, dedicated to a specific thing.&lt;br /&gt;
&lt;br /&gt;
===== For instance...=====&lt;br /&gt;
&lt;br /&gt;
Inside the &amp;quot;Relationship Arc&amp;quot;, there's &amp;quot;Core 59 : Love and Romance&amp;quot;. Or inside the &amp;quot;Fire and Lighting Arc&amp;quot;, there's &amp;quot;Core 14 : Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Reqs ===&lt;br /&gt;
&lt;br /&gt;
These things are smaller items that need to be completed during the development process. It may be old bugs that keep crippling the game. Or smaller features needed to implement larger one.&lt;br /&gt;
&lt;br /&gt;
===== For instance... =====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Bustling Town Arc&amp;quot; need the &amp;quot;Req 148 : Expanded Dungeon AI&amp;quot; to be done. The &amp;quot;Army Arc&amp;quot; need the &amp;quot;Req 18 : Armor-Clothing conflicts&amp;quot; to be resolved before the next release.&lt;br /&gt;
&lt;br /&gt;
=== Bloats ===&lt;br /&gt;
&lt;br /&gt;
Bloats are often &amp;quot;funny stuff&amp;quot; that could be added to the game to give it more depth. It includes new ways to interact with NPCs, and new uses for the items or otherwise smaller items that aren't really needed but could be nice to have.  &lt;br /&gt;
&lt;br /&gt;
===== For instance... =====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Presentation Arc&amp;quot; include &amp;quot;Bloat 106 : Justice Interface&amp;quot;. Or the &amp;quot;Bloat 241 : Creature Antics&amp;quot; could be added in the &amp;quot;Dungeon Arc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Power Goals ===&lt;br /&gt;
&lt;br /&gt;
Power Goals aren't feature nor bug fixes, but scenario that should spontaneously arise during the game, thanks to new features.&lt;br /&gt;
&lt;br /&gt;
===== For instance... =====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Combat Arc&amp;quot; could lead to &amp;quot;Power Goal 28 : Release the hounds&amp;quot;. The scenario described in &amp;quot;Power Goal 53 : Messala&amp;quot; could happen after the &amp;quot;County Arc&amp;quot; is implemented.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other development data ==&lt;br /&gt;
&lt;br /&gt;
* A lot of bugs have been spotted in the game, and they will, of course, be removed at one time or another. You can check the reported bugs in the [http://www.bay12games.com/dwarves/mantisbt/login_page.phpl Bug Tracker] page.&lt;br /&gt;
&lt;br /&gt;
* Each month, Toady One writes a report on the financial state of Bay 12 Games, and quickly describes what he'll be working on over the course of the next month. There's a [http://www.bay12games.com/forum/index.php?board=8.0 subforum] for these announcements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
[[Powergoal]]&lt;br /&gt;
&lt;br /&gt;
[[Version number]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_development]]&lt;/div&gt;</summary>
		<author><name>Davichococat</name></author>
	</entry>
</feed>