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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Demonic+Spoon</id>
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	<updated>2026-06-16T21:58:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=151939</id>
		<title>v0.31:Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clay&amp;diff=151939"/>
		<updated>2011-07-31T15:09:39Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: Just experienced the stone to clay trick in my current fort. Doesn't neet to be trees, can be shrubs or grass as well. I saw all three.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:18, 10 November 2010 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of {{L|soil}} that can be found in Dwarf Fortress. {{L|Aquifer}}s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
Clay can be gathered for use in {{L|Ceramic_industry|Ceramics}}.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a {{L|Kiln}} and behaves similar to most material production, but includes elements similar to {{L|glass}} production. In order to gather clay a gathering zone must first be designated, much like with {{L|sand}}, however unlike sand gathering clay creates a Clay object similar to raw stone and does not require a bag. These clay objects are stored in a Stone stockpile, and may be used to construct walls (structures made from clay could be thought of as adobe buildings).  As with sand, clay can be gathered indefinitely from a single tile.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, {{L|block|bricks}}, {{L|statue}}s, {{L|hive}}s and {{L|craft}}s. Small pots, called jugs, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel.&lt;br /&gt;
&lt;br /&gt;
Before an {{L|earthenware}} pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a {{L|kiln}} and requires either a unit of {{L|ash}} or a unit of {{L|cassiterite}} ({{L|tin}} ore), plus a unit of fuel. {{L|Stoneware}} and {{L|porcelain}} pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ({{L|tree|trees}}, {{L|shrub|shrubs}}, {{L|grass}} or moss) grows on a muddy stone floor tile (after discovering a {{L|cavern}}) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the {{L|biome}} - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=151818</id>
		<title>v0.31 Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=151818"/>
		<updated>2011-07-27T13:24:58Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: /* Tame Cave Spiders */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't separating your spider habitat from your cats via doors marked as impassable for pets do the trick , while leaving your cats free to clean up other vermin from your fort? [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:08, 22 April 2010 (UTC)&lt;br /&gt;
:The problem with that is that eventually a dwarf will pass through the door and the cat that is desperately trying to get in will have a small window to do so.--[[User:Kuroneko|Kuroneko]] 12:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If cats are annoying in real life as they are in DF, I want all of them dead. Even Scamps. And the article is wrong - you can't chain or cage cats that are pets of some crazy cat lady. 22:42, 28 April 2010 (UTC)~&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Venomous? ==&lt;br /&gt;
&lt;br /&gt;
Is there a good page that redlink should go to? I may just be blind but I haven't found a comprehensive page explaining the poison system in DF2010 yet.&lt;br /&gt;
:This looks fixed. Thanks. [[User:Minus|Minus]] 00:56, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork Quality ==&lt;br /&gt;
&lt;br /&gt;
Is there any reason this page should not be considered masterwork? It seems rather comprehensive given the fact that the topic is a rather mundane vermin. Perhaps adding a small screenshot depicting the webs? [[User:Minus|Minus]] 01:06, 12 May 2010 (UTC)&lt;br /&gt;
:Well I think it has more or less all you need to know about them, including how to deal with them and what they're good/bad for. It also respects every criteria of the quality post so why not. I'm fetching a screenshot right now. --[[User:Speed112|Speed112]] 01:10, 12 May 2010 (UTC)&lt;br /&gt;
::Thanks. Obviously being two miles long isn't a criteria; there is certainly value in being concise. Any nea votes? [[User:Minus|Minus]] 04:00, 12 May 2010 (UTC)&lt;br /&gt;
::A .GIF screenshot would be preferable. --[[User:Quietust|Quietust]] 04:22, 12 May 2010 (UTC)&lt;br /&gt;
:::Good idea, but I have no objection to bumping the quality. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:36, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Venom ==&lt;br /&gt;
&lt;br /&gt;
Seeing as they now have venom, we should probably mention that, especially since, though mild, it is the only venom besides GCS bites to cause permanent disability (GCS bites cause permanent &amp;quot;You got eaten by a GCS&amp;quot;, but not always, if you are lucky.)&lt;br /&gt;
&lt;br /&gt;
== Tame Cave Spiders ==&lt;br /&gt;
&lt;br /&gt;
Will tame cave spiders produce webs? IIRC there are some bugs with tame vermin, like tame purring maggots which can't be milked.&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=151687</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=151687"/>
		<updated>2011-07-24T12:05:47Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: /* {{L|Human}} sieges */ Grammar correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the {{L|Embark}} site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads), the squad leader will always be mounted.  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
You can also turn off sieges and [[Forgotten Beasts]] all together by editing the {{L|d_init.txt}} file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt to kill your {{L|dwarves}}.&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s or {{L|Ogre}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads. Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s, or {{L|rutherer}}s for mounts. Any underground animals with MOUNT_EXOTIC, really. Giant olms and crocodiles can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over your fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|voracious cave crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden sticks, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should let their {{L|diplomat}} die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
* Enemy squads will never abandon their caged leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=151669</id>
		<title>v0.31:Moghopper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=151669"/>
		<updated>2011-07-23T15:44:10Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:35, 10 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Moghoppers''' are an amphibious {{L|vermin}}. They are found in any {{L|savage}} area near {{L|pool|pools}} during summer, and can be {{L|fishing|fished}} and {{L|fish cleaning|cleaned}} for {{L|food}}. Moghoppers can also be {{L|Captured live fish|captured alive}} and have {{L|mog juice}} extracted from them. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=151415</id>
		<title>v0.31:Blade weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=151415"/>
		<updated>2011-07-17T15:26:42Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: Value is 2, not 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:58, 30 September 2010 (UTC)}}&lt;br /&gt;
{{plantlookup/0|uses=&lt;br /&gt;
* {{L|Dye}}&lt;br /&gt;
|other_products=&lt;br /&gt;
* {{L|Dye|Emerald dye}} (Mill)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blade weed''' is a plant used only to make emerald {{L|dye}} at a {{L|millstone|mill}} or {{L|quern}}.  They can be planted outdoors any time of year and can be collected by {{L|gather plants|gathering plants}} in any dry non-freezing {{L|biome}}.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500{{verify}}&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Emerald&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hide_root&amp;diff=151414</id>
		<title>40d:Hide root</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hide_root&amp;diff=151414"/>
		<updated>2011-07-17T14:39:42Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: Value is 1 not 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:16, 24 May 2010 (UTC)}}&lt;br /&gt;
{{40d plantlookup/0|other_products=&lt;br /&gt;
* {{L|Dye|Redroot dye}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hide root''' is a {{L|plant}} used only to make {{L|dye}} at a {{L|millstone|mill}} or {{L|quern}}.  Hide root dye also has half of the value of all other dyes and thus should be avoided if any other dye plant is available.  They can be planted outdoors any time of year and can be collected by {{L|Gathering plants}}. Hide roots are inferior to other crops, thus the rumor that 'hide' actually stands for 'hideous'.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 300&lt;br /&gt;
* Plant value: 1&lt;br /&gt;
* Mill value: 10&lt;br /&gt;
* Dye color: Red&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=116111</id>
		<title>v0.31:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=116111"/>
		<updated>2010-05-30T20:20:49Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: Spelling and grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|13:16, 28 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a self-sufficient '''textile industry''', which includes making {{L|thread}} and {{L|cloth}} of both {{L|plant fiber}} and {{L|silk}}, {{L|dye}}ing that material, manufacturing {{L|clothing}}, {{L|bag}}s, {{L|rope}}s and plant fiber or silk {{L|craft|crafts}}, and {{L|decoration|decorating}} with thread.&lt;br /&gt;
&lt;br /&gt;
A textile industry can be a very lucrative option for the creation of trade goods, especially if the goods are dyed and sewed with images as well. Common choices for textile trade goods are gloves, mittens, boots and socks and a {{l|clothier's shop}} because they are made in pairs or cloth crafts at a craftdwarf's workshop. A textile industry is also important for healthcare because cloth and thread are both needed for bandages and suturing respectively. Another useful cloth product is ropes which can be used as restraints or as a part of a well or traction bench, both of which are important items. Bags are also useful for compact storage seeds and is needed to mill certain food products. Clothing may also provide some protection against cold and damage.{{verify}} &lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A {{L|farm}}, a {{L|farmer}}, and the appropriate {{L|seed|seeds}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six {{L|crop|crops}} that you can {{L|Farming|grow}} that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be {{L|herbalist|gathered}} rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have {{L|giant cave spider}}s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually {{L|trade}} for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*{{L|Pig tail}}s are used to make {{L|thread}}, and can be grown in Summer and Autumn.&lt;br /&gt;
*{{L|Dimple cup}}s are used to make {{L|dye}}, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*{{L|Rope reed}} is used to make {{L|thread}}, and can be grown all year round.&lt;br /&gt;
*{{L|Hide root}}, {{L|sliver barb}} and {{L|blade weed}} can be used to make {{L|dye}} of various colour, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw {{L|silk}} is harvested from spider webs created by {{L|phantom spider}}s, {{L|cave spider}}s, and {{L|giant cave spider}}s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A {{L|farmer's workshop}}, a {{L|thresher}}, and the appropriate {{L|plant}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the {{L|farmer's workshop}} and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider {{L|web}}s available on your map, dwarves with the {{L|weaving}} labor enabled will gather the webs and automatically spin them into {{L|silk}} thread.  You may want to make sure that your dwarves are not trying to gather webs from a {{L|giant cave spider}} without a military escort -- check the {{k|u}}nits list to see if any non-{{L|vermin}} spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A {{L|loom}}, a {{L|weaver}}, and {{L|thread}} (either spider or plant based)''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the {{L|loom}}.  Plant fibers will be queued for weaving into cloth as soon as they are processed at the {{L|farmer's workshop}}.  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop {{L|Orders}} so that dwarves only weave {{L|dye|dyed}} thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A {{L|clothier's shop}}, a {{L|clothier}}, and some {{L|cloth}}''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into {{L|clothes}}, either for {{L|trading}} or for your own {{L|dwarf|dwarves}} to wear.  The clothier's shop is also where you can {{L|decorate}} cloth items with a sewn image.  Decorating an imported item makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. {{L|Rope}}s and {{L|bag}}s are all also produced at the clothier's shop.  Bags are critical to establishing a {{L|glass industry}}.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the {{L|value}} of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again. (verify)&lt;br /&gt;
&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A {{L|millstone}} or {{L|quern}}, a {{L|miller}}, an empty {{L|bag}}, and the appropriate {{L|plant}}s''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A {{L|dyer's shop}}, a {{L|dyer}}, and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the cloth or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*{{L|Grower}} / Field working&lt;br /&gt;
*{{L|Thresher}} / Plant processor&lt;br /&gt;
*{{L|Weaver}} / Weaving&lt;br /&gt;
*{{L|Clothier}} / Clothes making&lt;br /&gt;
*{{L|Miller}} / {{L|Milling}}&lt;br /&gt;
*{{L|Dyer}} / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*{{L|Farm}}&lt;br /&gt;
*{{L|Farmer's workshop}}&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
*{{L|Clothier's shop}}&lt;br /&gt;
*Either a {{L|millstone}} or a {{L|quern}}&lt;br /&gt;
**A Millstone requires {{L|power}}, while a quern does not.&lt;br /&gt;
*{{L|Dyer's shop}} which also requires&lt;br /&gt;
**{{L|Barrel}}&lt;br /&gt;
**{{L|Bucket}}&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
| {{L|Sliver barb}}&lt;br /&gt;
| {{L|Blade weed}}&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons (verify), but it is an example of a growing plan that will keep a {{L|miller}}, a {{L|thresher}}, a {{L|dyer}}, a {{L|weaver}}, and some {{L|grower}}s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to {{L|silk}} on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess {{L|pig tail}} into {{L|dwarven ale}}.&lt;br /&gt;
&lt;br /&gt;
Large fields, {{L|fertilizer}}, and skilled {{L|grower}}s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop {{L|orders}} to use only dyed thread, leave out {{L|hide root}} from your growing plan because of its lower {{L|item value}}, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*{{L|Clothing}}&lt;br /&gt;
*{{L|Leather industry}}&lt;br /&gt;
*{{L|Farming}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=116109</id>
		<title>v0.31:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Miasma&amp;diff=116109"/>
		<updated>2010-05-30T19:39:55Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: Minor grammar corrections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:21, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A cloud of purple stench that makes your {{l|dwarves}} unhappy, only occurs in subterranean areas. Caused by rotting items such as untanned hides, chunks and dead {{l|vermin}}. &lt;br /&gt;
Does not pass through dwarves.&lt;br /&gt;
&lt;br /&gt;
To avoid miasma, either keep anything rotten outside or alternatively have an inside {{l|refuse}} pile on its own in a room with several {{l|door}}s, this should halt the miasma's advance (although the room itself will still stink up). It will also not spread diagonally so one possible solution is to have the only entrance be diagonal. This is better than the many doors solution in that if miasma passes through a open door it will keep the door open.{{verify}} &lt;br /&gt;
&lt;br /&gt;
Another option is to have a long garbage chute where refuse is {{l|dump}}ed down, if it is long enough the miasma will not be able to reach all the way to the top, preventing your dwarves from getting unhappy thoughts.&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=115755</id>
		<title>v0.31:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Textile_industry&amp;diff=115755"/>
		<updated>2010-05-28T13:02:05Z</updated>

		<summary type="html">&lt;p&gt;Demonic Spoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a self-sufficient '''textile industry''', which includes making {{L|thread}} and {{L|cloth}} of both {{L|plant fiber}} and {{L|silk}}, {{L|dye}}ing that material, manufacturing {{L|clothing}}, {{L|bag}}s, {{L|rope}}s and plant fiber or silk {{L|craft|crafts}}, and {{L|decoration|decorating}} with thread.&lt;br /&gt;
&lt;br /&gt;
A textile industry can be a very lucrative option for the creation of trade goods, especially if the goods are dyed and sewed with images as well. Commonc choices for textile trade goods are gloves, mittens, boots and socks and a clothier's shop because they are made in pairs or cloth crafts at a craftdwarf's workshop. A textile industry is also important for healthcare because cloth and thread are both needed for bandages and suturing respectively. Another useful cloth product is ropes which can be used as restraints or as a part of a well or traction bench, all of which are imprtant items. Bags are also useful  for compact storage seeds and is needed to mill items. Clothing may also provide some protection against cold and damage.{{verify}} &lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A {{L|farm}}, a {{L|farmer}}, and the appropriate {{L|seed|seeds}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six {{L|crop|crops}} that you can {{L|Farming|grow}} that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be {{L|herbalist|gathered}} rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have {{L|giant cave spider}}s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually {{L|trade}} for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*{{L|Pig tail}}s are used to make {{L|thread}}, and can be grown in Summer and Autumn.&lt;br /&gt;
*{{L|Dimple cup}}s are used to make {{L|dye}}, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*{{L|Rope reed}} is used to make {{L|thread}}, and can be grown all year round.&lt;br /&gt;
*{{L|Hide root}}, {{L|sliver barb}} and {{L|blade weed}} can be used to make {{L|dye}} of various colour, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw {{L|silk}} is harvested from spider webs created by {{L|phantom spider}}s, {{L|cave spider}}s, and {{L|giant cave spider}}s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A {{L|farmer's workshop}}, a {{L|thresher}}, and the appropriate {{L|plant}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the {{L|farmer's workshop}} and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider {{L|web}}s available on your map, dwarves with the {{L|weaving}} labor enabled will gather the webs and automatically spin them into {{L|silk}} thread.  You may want to make sure that your dwarves are not trying to gather webs from a {{L|giant cave spider}} without a military escort -- check the {{k|u}}nits list to see if any non-{{L|vermin}} spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A {{L|loom}}, a {{L|weaver}}, and {{L|thread}} (either spider or plant based)''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the {{L|loom}}.  Plant fibers will be queued for weaving into cloth as soon as they are processed at the {{L|farmer's workshop}}.  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop {{L|Orders}} so that dwarves only weave {{L|dye|dyed}} thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A {{L|clothier's shop}}, a {{L|clothier}}, and some {{L|cloth}}''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into {{L|clothes}}, either for {{L|trading}} or for your own {{L|dwarf|dwarves}} to wear.  The clothier's shop is also where you can {{L|decorate}} cloth items with a sewn image.  Decorating an imported item makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. {{L|Rope}}s and {{L|bag}}s are all also produced at the clothier's shop.  Bags are critical to establishing a {{L|glass industry}}.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the {{L|value}} of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again. (verify)&lt;br /&gt;
&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A {{L|millstone}} or {{L|quern}}, a {{L|miller}}, an empty {{L|bag}}, and the appropriate {{L|plant}}s''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A {{L|dyer's shop}}, a {{L|dyer}}, and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the cloth or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*{{L|Grower}} / Field working&lt;br /&gt;
*{{L|Thresher}} / Plant processor&lt;br /&gt;
*{{L|Weaver}} / Weaving&lt;br /&gt;
*{{L|Clothier}} / Clothes making&lt;br /&gt;
*{{L|Miller}} / {{L|Milling}}&lt;br /&gt;
*{{L|Dyer}} / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*{{L|Farm}}&lt;br /&gt;
*{{L|Farmer's workshop}}&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
*{{L|Clothier's shop}}&lt;br /&gt;
*Either a {{L|millstone}} or a {{L|quern}}&lt;br /&gt;
**A Millstone requires {{L|power}}, while a quern does not.&lt;br /&gt;
*{{L|Dyer's shop}} which also requires&lt;br /&gt;
**{{L|Barrel}}&lt;br /&gt;
**{{L|Bucket}}&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
| {{L|Sliver barb}}&lt;br /&gt;
| {{L|Blade weed}}&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons (verify), but it is an example of a growing plan that will keep a {{L|miller}}, a {{L|thresher}}, a {{L|dyer}}, a {{L|weaver}}, and some {{L|grower}}s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to {{L|silk}} on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess {{L|pig tail}} into {{L|dwarven ale}}.&lt;br /&gt;
&lt;br /&gt;
Large fields, {{L|fertilizer}}, and skilled {{L|grower}}s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop {{L|orders}} to use only dyed thread, leave out {{L|hide root}} from your growing plan because of its lower {{L|item value}}, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*{{L|Clothing}}&lt;br /&gt;
*{{L|Leather industry}}&lt;br /&gt;
*{{L|Farming}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Demonic Spoon</name></author>
	</entry>
</feed>