<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deimos56</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=Deimos56"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Deimos56"/>
	<updated>2026-04-03T21:57:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tax_collector&amp;diff=98482</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=98482"/>
		<updated>2010-04-24T18:50:38Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: The tax collector is a noble. This page still needs... content, however.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=98474</id>
		<title>v0.31:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=98474"/>
		<updated>2010-04-24T18:35:05Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: oops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
The process of engraving smoothed walls and floors increases their value further, and gives them a quality level.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You cannot engrave surfaces that are constructed or not smooth. So before you can engrave anything, you need to make sure the {{l|engraver}}(s) have finished {{l|smoothing}} it. After that is complete, one may designate it to be engraved ({{k|d}}-&amp;gt;{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
As the process of engraving gives the surface a quality level, it is suggested that you utilize legendary engravers when possible to maximize the value of a room- ''except'' when you are creating rooms for a {{l|dwarf}} that will be affected by the {{l|dwarven economy}} when it comes into effect, as more valuable rooms are more difficult for them to pay for, and engraving everything may result in dwarves getting evicted from their homes.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=98473</id>
		<title>v0.31:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=98473"/>
		<updated>2010-04-24T18:34:42Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Page given some content. Temporary quality template given. To be re-rated in the future, preferably... Someone should expand the page when they have a chance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
The process of engraving smoothed walls and floors increases their value further, and gives them a quality level.&lt;br /&gt;
&lt;br /&gt;
--Process--&lt;br /&gt;
You cannot engrave surfaces that are constructed or not smooth. So before you can engrave anything, you need to make sure the {{l|engraver}}(s) have finished {{l|smoothing}} it. After that is complete, one may designate it to be engraved ({{k|d}}-&amp;gt;{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
--Recommendations--&lt;br /&gt;
As the process of engraving gives the surface a quality level, it is suggested that you utilize legendary engravers when possible to maximize the value of a room- ''except'' when you are creating rooms for a {{l|dwarf}} that will be affected by the {{l|dwarven economy}} when it comes into effect, as more valuable rooms are more difficult for them to pay for, and engraving everything may result in dwarves getting evicted from their homes.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engraver&amp;diff=98470</id>
		<title>v0.31:Engraver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engraver&amp;diff=98470"/>
		<updated>2010-04-24T18:26:30Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Editted for grammar so links are no longer red.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #FFF&lt;br /&gt;
| skill      = Engraver&lt;br /&gt;
| profession = {{L|Stoneworker}}&lt;br /&gt;
| job name   = Stone Detailing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Smooth stone&lt;br /&gt;
* Engrave stone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Engraver''' is the skill used for {{L|smoothing}} or {{L|engraving}} the walls and floors of your fortress. It is only possible to smooth and engrave natural walls and floors not constructed ones. Engravers also carve  {{L|fortification}}s into constructed walls. The skill of the engraver does not affect the quality of smoothed tiles, but does affect the quality of engraved tiles. It is a good idea to train engravers by having them smooth large areas before engraving anything.&lt;br /&gt;
&lt;br /&gt;
Engraving is a good way to gain experience.  Smoothing improves your fortress, doesn't consume resources, doesn't create garbage and builds experience very quickly at the higher skill levels. &lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=98468</id>
		<title>v0.31:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=98468"/>
		<updated>2010-04-24T18:10:53Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar|{{gamedata}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Elf&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color={{COLOR:3:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}}}&lt;br /&gt;
{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized creature dedicated to the ruthless protection of nature''&lt;br /&gt;
&lt;br /&gt;
Elves are humanoids dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive during the spring. During trade, elves will '''not''' accept wood, wooden items or any goods decorated with wood. This includes  ''clear'' {{l|glass}} ''items'', presumably because pearlash (&amp;lt;--potash&amp;lt;--ash&amp;lt;--wood) is used in their production, and soap. Elves will, however, gladly trade you their own wooden items. They will not, however, accept their wooden items back. Be careful to not offer them your wooden bins or barrels. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot.&lt;br /&gt;
&lt;br /&gt;
Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an {{l|ambush}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone, shell, silk, leather and plant fiber cloth, meat, fish, totems and even plants.&lt;br /&gt;
&lt;br /&gt;
They also accept ''raw'' clear glass, ''raw'' crystal glass and raw green glass. (Which are classified as gems, possibly this makes the elves ignore the {{l|pearlash}} used in the first two.)&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if they accept crystal glass ''items'' (a rather scarce trade good anyway).&lt;br /&gt;
&lt;br /&gt;
Elves generally bring all kinds of wooden items like barrels and cages, animals, alcohol, plant fiber and its products as well as smaller amounts of weapons and plants.&lt;br /&gt;
&lt;br /&gt;
They are hypocritical, cowardly (Choosing ranged weapons over axes), and &amp;quot;ye best keep your wits about ye&amp;quot; when they are on your map. To sum things up they are not Dwarves... or even Humans (Or even close to Humans), and should therefore be treated as enemies. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=90154</id>
		<title>v0.31:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=90154"/>
		<updated>2010-04-12T05:33:13Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Going around and fixing links I've set up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Smoothing rough stone is a simple way to increase the value of a room.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
First of all, in order to smooth stone, there needs to be a dwarf with the Stone Detailing labor active. Secondly, the stone to be smoothed needs to be designated (d-&amp;gt;s).&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a stone surface has been smoothed, it may be improved further by [[DF2010:engraving|engraving]]. This increases the room value even more, but has quality levels and thus should be performed only by skilled [[DF2010:Engraver|engravers]].&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=88280</id>
		<title>v0.31:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=88280"/>
		<updated>2010-04-09T21:39:01Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Smoothing rough stone is a simple way to increase the value of a room.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
First of all, in order to smooth stone, there needs to be a dwarf with the Stone Detailing labor active. Secondly, the stone to be smoothed needs to be designated (d-&amp;gt;s).&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a stone surface has been smoothed, it may be improved further by [[engraving]]. This increases the room value even more, but has quality levels and thus should be performed only by skilled [[engraver]]s.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=88279</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=88279"/>
		<updated>2010-04-09T21:33:52Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=88274</id>
		<title>v0.31:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=88274"/>
		<updated>2010-04-09T21:27:16Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Content!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A Dining Room is, predictably enough, a room for the dwarves to eat in.&lt;br /&gt;
&lt;br /&gt;
==Furniture Needed==&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, all that is needed to designate a Dining Room is a [[Table]]. However, Dwarves also require a [[chair]] for each table in the room in order to properly use them.&lt;br /&gt;
&lt;br /&gt;
==Varieties==&lt;br /&gt;
&lt;br /&gt;
A Dining Room may either be made specifically for an individual dwarf or designated as a Dining Hall. A communal Dining Hall is often an excellent way to keep dwarves happy, as they tend to be quite large, and dwarves receive a happy thought for dining in a valuable Dining Room.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=87388</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=87388"/>
		<updated>2010-04-08T22:43:00Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Put some information on the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Doors are a piece of [[Furniture]] used, among other things, to control the movement of Dwarves and define the exits of [[room]]s.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of Stone, Metal, Glass, and Wood. Except for artifacts. They can be made out of just about anything.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Doors may be placed in any location adjacent to a solid wall. As room designations do not pass through them unless they are set to be Internal, they are useful for controlling the shape of rooms. They may be locked and kept tightly shut to keep out dwarves and animals respectively.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=86421</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=86421"/>
		<updated>2010-04-07T22:18:09Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: If we're going to have a page, it's going to have content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The preferred fluid of Armok, as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
&lt;br /&gt;
Not all creatures have the same dark red blood most do. [[Fire Imp]]s, for instance, have a gray goo instead of blood.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
&lt;br /&gt;
Several creatures, such as the [[Bronze Colossus]] and Skeletal undead, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
&lt;br /&gt;
Beyond the obvious method of injuring creatures, [[Barrel]]s full of blood can be brought with a Dwarven expedition upon embark. The use for this is uncertain.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=77940</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=77940"/>
		<updated>2010-04-02T05:38:40Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Started the page up. The blank pages kind of bug me, is all.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of [[Dwarves]], without which they become unhappy.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which may be done after one has embarked.&lt;br /&gt;
*At embark, alcohol may be purchased with embark points.&lt;br /&gt;
*Traders that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third, and most reliable, method requires a [[Brewer]], a still, and a working [[farm plot]]. Most crops can be brewed into valuable alcohol.&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober fortress==&lt;br /&gt;
To be written.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=77938</id>
		<title>v0.31:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=77938"/>
		<updated>2010-04-02T05:31:21Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Just trying to get a few articles started so someone who knows how to use a wiki properly can feel inspired.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the [[Glass Furnace]] using [[Fuel]] with either sand (Green Glass), sand with a [[flux]] (clear glass), or crystal rock with flux (Crystal Glass)&lt;br /&gt;
&lt;br /&gt;
Glass is valued based on the difficulty in making it, with Green Glass being the lowest value and Crystal Glass being the highest.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a [[Carpenter's Workshop]], with the exception of beds, medical supplies, and possibly other things. In addition, it may be used to produce glass gems. These, especially ones made of green glass, are excellent practice for aspiring jewelers.&lt;br /&gt;
&lt;br /&gt;
==Glass and Magma==&lt;br /&gt;
It is currently unknown if glass still behaves oddly with magma, and this needs to be confirmed- In the previous version, certain glass items would melt and others would not.&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=77933</id>
		<title>v0.31 Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=77933"/>
		<updated>2010-04-02T05:20:46Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Showed my email instead of a proper signature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In DF 31.01, Farm plots must now be constructed on mud. Mud is left behind when water evaporates. It is no longer possible to grow crops on sand. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Garanis|Garanis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baughn has stated that this is a bug, and likely to be fixed. [[User:Deimos56|Deimos]] 05:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I actually kind of like it. [[User:Garanis|Garanis]] 05:15, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
To each his own. Personally, I rather like the ability to farm with or without irrigation at will, but this is neither the time or place for such a discussion. [[User:Deimos56|Deimos]] 05:20, 2 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=77930</id>
		<title>v0.31 Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=77930"/>
		<updated>2010-04-02T05:20:10Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In DF 31.01, Farm plots must now be constructed on mud. Mud is left behind when water evaporates. It is no longer possible to grow crops on sand. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Garanis|Garanis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baughn has stated that this is a bug, and likely to be fixed. [[User:Deimos56|violadnd@comcast.net]] 05:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I actually kind of like it. [[User:Garanis|Garanis]] 05:15, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
To each his own. Personally, I rather like the ability to farm with or without irrigation at will, but this is neither the time or place for such a discussion. [[User:Deimos56|Deimos]] 05:20, 2 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=77929</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=77929"/>
		<updated>2010-04-02T05:17:10Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: There are multiple entries for cats and (hunting/war) dogs as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
:You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
:All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
:Can't farm on soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:Alligators can wear armor (same post as above)&lt;br /&gt;
:Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
:Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
:Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
:Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
:Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
:&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
:Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
:Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
:Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
&lt;br /&gt;
== Creature Descriptions ==&lt;br /&gt;
&lt;br /&gt;
:Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
:Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
:Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
:Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
:Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
Various, someone whose actually played arena should read through the bug thread and categorize.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=77927</id>
		<title>v0.31 Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=77927"/>
		<updated>2010-04-02T05:07:03Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In DF 31.01, Farm plots must now be constructed on mud. Mud is left behind when water evaporates. It is no longer possible to grow crops on sand. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Garanis|Garanis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baughn has stated that this is a bug, and likely to be fixed. [[User:Deimos56|violadnd@comcast.net]] 05:07, 2 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=77926</id>
		<title>v0.31:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=77926"/>
		<updated>2010-04-02T05:04:30Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: One last bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Tallow is created by using the 'render fat' job at a {{L|kitchen}} and is made from fat created from {{L|butchered}} animals.&lt;br /&gt;
&lt;br /&gt;
Note that although fat will be created as a stack, the 'render fat' job will only render one piece of fat at a time, effectively splitting the stack into a bunch of single pieces of tallow.&lt;br /&gt;
&lt;br /&gt;
Tallow is used to make {{l|soap}}&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=77925</id>
		<title>v0.31:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tallow&amp;diff=77925"/>
		<updated>2010-04-02T05:04:09Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Some spelling and grammar correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Tallow is created by using the 'render fat' job at a {{L|kitchen}} and is made from fat created from {{L|butchered}} animals.&lt;br /&gt;
&lt;br /&gt;
Note that although fat will be created as a stack, the 'render fat' job will only render one piece of fat at a time, effectively splitting the stack in a bunch of single pieces of tallow.&lt;br /&gt;
&lt;br /&gt;
Tallow is used to make {{l|soap}}&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1694</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1694"/>
		<updated>2009-05-24T18:07:25Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: spelling correction: Glass Furna'g'e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnace]]), or [[metal]] (at a [[metalsmith's forge]]). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}.&lt;br /&gt;
&lt;br /&gt;
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the &amp;quot;value&amp;quot; of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.&lt;br /&gt;
&lt;br /&gt;
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.&lt;br /&gt;
&lt;br /&gt;
Doors may be hooked up to a [[lever]], in which case they will operate exactly like a [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
== Door settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A door set to external functions as a [[wall]] when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Building&amp;quot; doors ==&lt;br /&gt;
&lt;br /&gt;
After constructing a door at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture. Doors can now be placed on any open square adjacent to a wall. Locked doors and [[statue]]s do not count as walls for door-building purposes anymore. For the same result of the statue-door-move statue trick in previous versions to build an infinite line of doors, instead use a constructed wall segment. Doors will not &amp;quot;fall down&amp;quot; when the constructed wall is removed. They will, however, fall down if a non-constructed wall they are attached to is mined out and they have no other support.&lt;br /&gt;
&lt;br /&gt;
== Door construction ==&lt;br /&gt;
&lt;br /&gt;
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &amp;amp;ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.&lt;br /&gt;
&lt;br /&gt;
== Door strength ==&lt;br /&gt;
&lt;br /&gt;
Trolls and most megabeasts can destroy doors. All doors. There are no exceptions. &amp;lt;small&amp;gt;Run.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Conversely, ''any'' door is completely invulnerable to anything that isn't a building destroyer. Therefore, a glass portal can stop an Elite Hammergoblin.)&lt;br /&gt;
&lt;br /&gt;
==Doors ajar==&lt;br /&gt;
Sometimes [[dwarves]] will leave items in [[door]]s, propping them open. Having a door open when it should be closed can lead to all sorts of disasters with [[water]], [[magma]] and hostile [[creatures]]. It is also impossible for a door to be forbidden or &amp;quot;tightly closed&amp;quot; while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door.  This decreases the likelihood that both doors will be jammed.&lt;br /&gt;
&lt;br /&gt;
To remove an item from a doorway designate a [[garbage dump]] (preferrably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labour enabled will come along and shift it.&lt;br /&gt;
&lt;br /&gt;
If you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the area by dismantling the door and rebuilding it. Dwarves always clear the area when they build things. &amp;lt;bR&amp;gt;Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. Reconstruct the door in the same way as building a new one.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Beak_dog&amp;diff=41231</id>
		<title>40d:Beak dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Beak_dog&amp;diff=41231"/>
		<updated>2009-05-16T03:01:11Z</updated>

		<summary type="html">&lt;p&gt;Deimos56: Spelling correction: There is no such thing as a Fresswater marsh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Beak dog|symbol=B|color={{color|4|0}}|bones=7|chunks=7|meat=7|fat=1|skulls=1|skin=Yes|wiki=no|biome= * [[Temperate]] freshwater [[marsh]]&lt;br /&gt;
* Temperate saltwater marsh&lt;br /&gt;
* [[Tropical]] freshwater marsh&lt;br /&gt;
* Tropical saltwater marsh}}&lt;br /&gt;
&lt;br /&gt;
A '''beak dog''' is a mount used by [[goblin]]s, a savage beast on its own. A little larger than a [[dwarf]] and armed with a huge beak and claws, it can take down many [[military|civilian]] dwarves easily. Beak dogs live in evil [[marsh]]es, so if you don't insist on settling in a marsh, you shouldn't meet these [[creatures]] until your defences are prepared.&lt;br /&gt;
[[Toady One|Toady]] has said that they are large Velociraptors. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BEAK_DOG]&lt;br /&gt;
	[NAME:beak dog:beak dogs:beak dog]&lt;br /&gt;
	[TILE:'B'][COLOR:4:0:0]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:25]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MOUNT][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:chatters and clicks]&lt;br /&gt;
	[PREFSTRING:hunched backs]&lt;br /&gt;
	[PREFSTRING:large beaks]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW:CLAW_HAND]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:beak dog pup:beak dog pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_SALTWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_SALTWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Deimos56</name></author>
	</entry>
</feed>