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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-08T17:15:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire_man&amp;diff=233381</id>
		<title>Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire_man&amp;diff=233381"/>
		<updated>2017-10-27T14:58:49Z</updated>

		<summary type="html">&lt;p&gt;Dlan08: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:21, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=[[Ash]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fire men''' are exceptionally rare [[creature]]s made of [[fire]] found in the [[magma sea]]. They stand at the size of a [[human]], feel no emotion or [[No Exert|exertion]], are [[No Pain|immune to pain]] and [[No Stun|cannot be stunned]]. When a fire man is killed, it leaves behind a [[bar]] of [[ash]] which can be made into [[lye]] or [[potash]]. Because they live at the magma sea and are [[building destroyer]]s, one should be cautious when setting up [[magma forge]]s in the event one actually shows up. Despite being made of fire, they can be safely captured and stored in wooden [[cage]]s. Fire men are biologically immortal and only die from violence.&lt;br /&gt;
&lt;br /&gt;
Fire men are only dangerous because of their natural heat and fire attacks (a fireball throw and a fire jet throw, respectively). Their punches and kicks are harmless on their own, and their flame body is extremely fragile, so don't be surprised if a baby punches a fire man to death. However, actually killing a fire man can be quite [[fun]], as the resulting burst of flame tends to set nearby creatures on fire.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] fire men for their ''licks of fire''.&lt;br /&gt;
&lt;br /&gt;
[[File:Man-on-fire.jpg|thumb|center|300px|[[preference|Admired]] for their ''licks of fire''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ziril udos | elvish = inira onino | goblin = zedan ngorûg | human = usmok abo}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}  &lt;br /&gt;
&lt;br /&gt;
Make sure you remove any books from your possession when facing a Fire Man in adventure mode. Sighting a book will send the Fire Man into a murderous rage!&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Dlan08</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=231029</id>
		<title>Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=231029"/>
		<updated>2017-05-23T19:29:33Z</updated>

		<summary type="html">&lt;p&gt;Dlan08: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional|14:12, 9 August 2014 (UTC)}}&lt;br /&gt;
{{soillookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in [[soil layer]]s. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
== Ceramics ==&lt;br /&gt;
{{main|Ceramic industry}}&lt;br /&gt;
&lt;br /&gt;
Five different soil types are classified as clay: clay, [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]]. Each of these can be gathered for use in [[Ceramic industry|ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' or ''Shallow Clay'' in the embark screen's biome viewer.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated over a clay-bearing tile  (note that clay can be collected from adjacent clay walls, even diagonally), much like with [[sand]]; however, gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a Stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile. Any dwarf with item hauling [[labor]] enabled can collect clay.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel, or a magma kiln. &lt;br /&gt;
&lt;br /&gt;
Clay can also be used in Jewelcrafting like any other stone or ore, allowing for an infinite source of materials for practicing cutting gems with. However, clay cannot be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|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 [[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;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on clay soil, which causes the underlying clay to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Clay: Clay vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Clay: Need valid, active clay collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a dirt [[road]] ({{K|b}}-{{K|o}}) over the grass.  You can also put a floor [[grate]] over a clay floor to prevent growth while allowing clay to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
Occasionally it is possible to cultivate clay by channeling down into the lowest normal layer of the cavern, revealing a &amp;quot;[[Semi-molten rock|magma flow]]&amp;quot; above a floor [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind.  In some cases this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
Designation of a clay collection tile will repeatedly gather clay while the Kiln has the job on repeat. This clay can then be used as a fire-safe building material for exterior walls. Using this strategy allows you to build a fort quickly without hauling heavy stone or using burnable wood. Placing the collection zone near the main stairway increases efficiency. Remember to forbid clay from your stone stockpiles to avoid wasted hauling and valuable storage for real rocks. &lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* It is possible to &amp;quot;cut&amp;quot; clay at a jeweler just like any other stone. These clay gems are treated like a normal gem and can be used to encrust the standard materials, but do not have a visible entry in gem stockpiles. It can only be forbidden or allowed in gem stockpiles with Block All and Allow All respectively.{{Bug|9749}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{DF2014 soil}}&lt;/div&gt;</summary>
		<author><name>Dlan08</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Size&amp;diff=230780</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Size&amp;diff=230780"/>
		<updated>2017-05-08T19:28:38Z</updated>

		<summary type="html">&lt;p&gt;Dlan08: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''You may be looking for size of [[clothing]], [[armor]], or the dimensions of a [[tile]].''&lt;br /&gt;
&lt;br /&gt;
'''Size''' is a measure of how big a [[creature]] or [[item]] is, measured in cubic centimeters. It is essentially volume, but is called size in creature [[raw file]]s, and is so translated to item definitions as well.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163]&lt;br /&gt;
&lt;br /&gt;
Size, along with the underlying [[material]]'s [[density]], is used to calculate an item's [[weight]]:&lt;br /&gt;
:Weight (in Γ) = Density (in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * Size (in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * 10 / 1,000,000 (cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Size has a large number of important ramifications on the game, many of them through its affect on overall weight, but as [[material science|material properties]] go, its implementation in the game is somewhat underwhelming - witness the incredible compression of matter, space, and time that is the [[garbage dump]]. This is mostly because when even [[dragon]]s occupy a single square, size becomes a little difficult to contextualize. It doesn't help that a thirty five to forty foot [[bronze colossus]] fits in a basic [[wood]]en [[cage]] (although, a [[fire man]] fits in it too).&lt;br /&gt;
&lt;br /&gt;
Size directly affects such things as [[Weapon#Size|which weapons]] your dwarves can equip, [[butcher]]ing returns, and [[combat]] effectiveness, both for creatures ([[elephant]]s are very hard to kill because there's so much tissue to them, but they have a surprisingly hard time landing a hit on, say, [[cavy]]s) and for weapons. Through weight, the size of an item has a large number of further ramifications in the game, such as [[hauling|carry time]], [[pressure plate]] activation, impact momentum, weight restrictions, and so forth. Changing this value too much can lead to [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Bodysize ==&lt;br /&gt;
Creature-specific size is known internally as '''bodysize''' (from the {{tt|[BODY_SIZE]}} [[creature token|token]]). When it comes to creatures, size is a rough stand-in for [[weight]]: standard flesh weights one gram per cubic centimeter. However, in the infinite complexity of Dwarf Fortress there are a number of ''other'' [[material]]s animals internalize ([[ivory]], [[hair]], [[horn]], [[shell]], etc.) which have their own densities, shifting a creature's actual weight relative to its size, sometimes significantly (elephant tusks weigh a ''lot''). Bodysize also determines average [[butcher]]ing yields, (along with morphology) how much [[damage]] they can absorb, and (along with morphology and attack definition [[creature token|token]]s) how much damage they can inflict in melee. On {{tt|[HUMANOID]}} creatures, size also directly determines what kind of equipment a creature can wear: large, small, normal, or none at all.&lt;br /&gt;
&lt;br /&gt;
The actual size of a creature is the result of three different effects, one basic and two that are highly variable. First and most basic is the average maintained across an individual species of creature. The second is the [[age]] of the creature: most creatures are not born anywhere near their maximum size, and instead must grow into it; some, like most species of snake, grow through their entire lifetime, and probably will not live long enough to reach it. The third is inheritance: version 0.31.1 introduced [[genetics]], allowing creatures to inherit part of their size from the appearance, specifically the height and girth, of their parents.&lt;br /&gt;
&lt;br /&gt;
Actual creature sizes go from 1 (small insect [[vermin]]) to 200,000,000 ([[giant sperm whale]]s, the largest creature in the game).  See [[List of creatures by adult size]] for details. The average size set for a dwarf is 3000, 15000, and 60000, the size of a baby, child and adult respectively.&lt;br /&gt;
&lt;br /&gt;
== Sample list of creature sizes ==&lt;br /&gt;
{| width=100% class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; style=&amp;quot;text-align:left&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Size at birth&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Size at maturity&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Adder]]&lt;br /&gt;
| 15&lt;br /&gt;
| 150&lt;br /&gt;
| Smallest (non-vermin) creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Rabbit]]&lt;br /&gt;
| 50&lt;br /&gt;
| 500&lt;br /&gt;
| Smallest domestic animal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cat]]&lt;br /&gt;
| 500&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Kobold]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dwarf]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Deer]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 140000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant eagle]]&lt;br /&gt;
| 7981.4&lt;br /&gt;
| 228040&lt;br /&gt;
| Smallest giant creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Polar bear]]&lt;br /&gt;
| 40000&lt;br /&gt;
| 400000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Water buffalo]]&lt;br /&gt;
| 100000&lt;br /&gt;
| 1000000&lt;br /&gt;
| Largest domestic creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Rhinoceros]]&lt;br /&gt;
| 300000&lt;br /&gt;
| 3000000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant]]&lt;br /&gt;
| 500000&lt;br /&gt;
| 5000000&lt;br /&gt;
| Largest natural land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cave dragon]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 15000000&lt;br /&gt;
| Largest cavernous creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sperm whale]]&lt;br /&gt;
| 500000&lt;br /&gt;
| 25000000 &lt;br /&gt;
| Largest natural creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dragon]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 25000000&lt;br /&gt;
| Largest megabeast&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant elephant]]&lt;br /&gt;
| 4000000&lt;br /&gt;
| 40000000&lt;br /&gt;
| Largest land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant sperm whale]]&lt;br /&gt;
| 4000000&lt;br /&gt;
| 150000000&lt;br /&gt;
| Largest creature, period&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* '''Constructed items''': [[item definition token|Item definition files]] for [[industry|industry-crafted]] items are specific to various classes of items: for instance, [[ammo]] has its own [[ammo token|ammo definition tokens]], as does [[armor token|armor]], as do [[tool token|tool]]s, and so on. A {{tt|[SIZE]}} token is a field required in all of these definitions.&lt;br /&gt;
&lt;br /&gt;
Bars lack a defined size token in the raws. They have a size of 600 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which can be deduced from the equation listed above using their weight and the densities of their corresponding materials.  This is consistent with 5 bars fitting inside a [[Container#Quick_Reference|3000-capacity bin]]. The dimensionless unit of '150' products per bar, primarily of use for soap, suggests that each use of soap should diminish the size of the item by 4cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e. 600cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;/150). Whether this is true is currently untested.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Inorganic items''': [[Stone]]s, [[gem]]s, and [[ore]]s appear to have a default, hard-coded size that is applied to all items of that class; thus there is no direct [[inorganic material definition token]] for it.&lt;br /&gt;
* '''Plants''': There is no size [[plant token]].&lt;br /&gt;
* '''Buildings''': The {{tt|[DIM:#:#]}} [[building token]] defines the by-[[tile]] size of a [[workshop]] or [[building]].&lt;br /&gt;
* '''Creatures''': The [[creature token]] version of {{tt|[SIZE]}} is the &amp;lt;tt&amp;gt;[BODY_SIZE:#:#:#]&amp;lt;/tt&amp;gt; token, which accepts three variables. The first number is age in years; the second additional age is in days. The third number is its size in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. Multiple ages and multiple {{tt|[BODY_SIZE]}} tokens are used to constrain a creature's [[age]]-based growth pattern and final size. Genetics is accounted for by a {{tt|[BODY_APPEARANCE_MODIFIER]}} token tagged for {{tt|LENGTH}} and/or {{tt|HEIGHT}}. For instance, genetic variance in the [[anaconda]] is defined so: {{tt|[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]}}. Each interval value is genetically inherited, and each interval value has an equal chance of occurring; the numbers are the percentage of the base size a creature in the interval will be.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It has been rumored that there is one more animal larger than even the giant sperm whale. That animal is reported to be your mom. &lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Dlan08</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Size&amp;diff=230779</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Size&amp;diff=230779"/>
		<updated>2017-05-08T19:27:32Z</updated>

		<summary type="html">&lt;p&gt;Dlan08: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''You may be looking for size of [[clothing]], [[armor]], or the dimensions of a [[tile]].''&lt;br /&gt;
&lt;br /&gt;
'''Size''' is a measure of how big a [[creature]] or [[item]] is, measured in cubic centimeters. It is essentially volume, but is called size in creature [[raw file]]s, and is so translated to item definitions as well.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163]&lt;br /&gt;
&lt;br /&gt;
Size, along with the underlying [[material]]'s [[density]], is used to calculate an item's [[weight]]:&lt;br /&gt;
:Weight (in Γ) = Density (in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * Size (in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * 10 / 1,000,000 (cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Size has a large number of important ramifications on the game, many of them through its affect on overall weight, but as [[material science|material properties]] go, its implementation in the game is somewhat underwhelming - witness the incredible compression of matter, space, and time that is the [[garbage dump]]. This is mostly because when even [[dragon]]s occupy a single square, size becomes a little difficult to contextualize. It doesn't help that a thirty five to forty foot [[bronze colossus]] fits in a basic [[wood]]en [[cage]] (although, a [[fire man]] fits in it too).&lt;br /&gt;
&lt;br /&gt;
Size directly affects such things as [[Weapon#Size|which weapons]] your dwarves can equip, [[butcher]]ing returns, and [[combat]] effectiveness, both for creatures ([[elephant]]s are very hard to kill because there's so much tissue to them, but they have a surprisingly hard time landing a hit on, say, [[cavy]]s) and for weapons. Through weight, the size of an item has a large number of further ramifications in the game, such as [[hauling|carry time]], [[pressure plate]] activation, impact momentum, weight restrictions, and so forth. Changing this value too much can lead to [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Bodysize ==&lt;br /&gt;
Creature-specific size is known internally as '''bodysize''' (from the {{tt|[BODY_SIZE]}} [[creature token|token]]). When it comes to creatures, size is a rough stand-in for [[weight]]: standard flesh weights one gram per cubic centimeter. However, in the infinite complexity of Dwarf Fortress there are a number of ''other'' [[material]]s animals internalize ([[ivory]], [[hair]], [[horn]], [[shell]], etc.) which have their own densities, shifting a creature's actual weight relative to its size, sometimes significantly (elephant tusks weigh a ''lot''). Bodysize also determines average [[butcher]]ing yields, (along with morphology) how much [[damage]] they can absorb, and (along with morphology and attack definition [[creature token|token]]s) how much damage they can inflict in melee. On {{tt|[HUMANOID]}} creatures, size also directly determines what kind of equipment a creature can wear: large, small, normal, or none at all.&lt;br /&gt;
&lt;br /&gt;
The actual size of a creature is the result of three different effects, one basic and two that are highly variable. First and most basic is the average maintained across an individual species of creature. The second is the [[age]] of the creature: most creatures are not born anywhere near their maximum size, and instead must grow into it; some, like most species of snake, grow through their entire lifetime, and probably will not live long enough to reach it. The third is inheritance: version 0.31.1 introduced [[genetics]], allowing creatures to inherit part of their size from the appearance, specifically the height and girth, of their parents.&lt;br /&gt;
&lt;br /&gt;
Actual creature sizes go from 1 (small insect [[vermin]]) to 200,000,000 ([[giant sperm whale]]s, the largest creature in the game).  See [[List of creatures by adult size]] for details. The average size set for a dwarf is 3000, 15000, and 60000, the size of a baby, child and adult respectively.&lt;br /&gt;
&lt;br /&gt;
== Sample list of creature sizes ==&lt;br /&gt;
{| width=100% class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; style=&amp;quot;text-align:left&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Size at birth&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Size at maturity&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Adder]]&lt;br /&gt;
| 15&lt;br /&gt;
| 150&lt;br /&gt;
| Smallest (non-vermin) creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Rabbit]]&lt;br /&gt;
| 50&lt;br /&gt;
| 500&lt;br /&gt;
| Smallest domestic animal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cat]]&lt;br /&gt;
| 500&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Kobold]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dwarf]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Deer]]&lt;br /&gt;
| 14000&lt;br /&gt;
| 140000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant eagle]]&lt;br /&gt;
| 7981.4&lt;br /&gt;
| 228040&lt;br /&gt;
| Smallest giant creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Polar bear]]&lt;br /&gt;
| 40000&lt;br /&gt;
| 400000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Water buffalo]]&lt;br /&gt;
| 100000&lt;br /&gt;
| 1000000&lt;br /&gt;
| Largest domestic creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Rhinoceros]]&lt;br /&gt;
| 300000&lt;br /&gt;
| 3000000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant]]&lt;br /&gt;
| 500000&lt;br /&gt;
| 5000000&lt;br /&gt;
| Largest natural land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cave dragon]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 15000000&lt;br /&gt;
| Largest cavernous creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sperm whale]]&lt;br /&gt;
| 500000&lt;br /&gt;
| 25000000 &lt;br /&gt;
| Largest natural creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dragon]]&lt;br /&gt;
| 6000&lt;br /&gt;
| 25000000&lt;br /&gt;
| Largest megabeast&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant elephant]]&lt;br /&gt;
| 4000000&lt;br /&gt;
| 40000000&lt;br /&gt;
| Largest land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant sperm whale]]&lt;br /&gt;
| 4000000&lt;br /&gt;
| 150000000&lt;br /&gt;
| Largest creature, period&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
* '''Constructed items''': [[item definition token|Item definition files]] for [[industry|industry-crafted]] items are specific to various classes of items: for instance, [[ammo]] has its own [[ammo token|ammo definition tokens]], as does [[armor token|armor]], as do [[tool token|tool]]s, and so on. A {{tt|[SIZE]}} token is a field required in all of these definitions.&lt;br /&gt;
&lt;br /&gt;
Bars lack a defined size token in the raws. They have a size of 600 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which can be deduced from the equation listed above using their weight and the densities of their corresponding materials.  This is consistent with 5 bars fitting inside a [[Container#Quick_Reference|3000-capacity bin]]. The dimensionless unit of '150' products per bar, primarily of use for soap, suggests that each use of soap should diminish the size of the item by 4cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e. 600cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;/150). Whether this is true is currently untested.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Inorganic items''': [[Stone]]s, [[gem]]s, and [[ore]]s appear to have a default, hard-coded size that is applied to all items of that class; thus there is no direct [[inorganic material definition token]] for it.&lt;br /&gt;
* '''Plants''': There is no size [[plant token]].&lt;br /&gt;
* '''Buildings''': The {{tt|[DIM:#:#]}} [[building token]] defines the by-[[tile]] size of a [[workshop]] or [[building]].&lt;br /&gt;
* '''Creatures''': The [[creature token]] version of {{tt|[SIZE]}} is the &amp;lt;tt&amp;gt;[BODY_SIZE:#:#:#]&amp;lt;/tt&amp;gt; token, which accepts three variables. The first number is age in years; the second additional age is in days. The third number is its size in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. Multiple ages and multiple {{tt|[BODY_SIZE]}} tokens are used to constrain a creature's [[age]]-based growth pattern and final size. Genetics is accounted for by a {{tt|[BODY_APPEARANCE_MODIFIER]}} token tagged for {{tt|LENGTH}} and/or {{tt|HEIGHT}}. For instance, genetic variance in the [[anaconda]] is defined so: {{tt|[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]}}. Each interval value is genetically inherited, and each interval value has an equal chance of occurring; the numbers are the percentage of the base size a creature in the interval will be.&lt;br /&gt;
&lt;br /&gt;
This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable. &lt;br /&gt;
&lt;br /&gt;
It has been rumored that there is one more animal larger than even the giant sperm whale. That animal is reported to be your mom. &lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Dlan08</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reptile_man&amp;diff=230778</id>
		<title>Reptile man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reptile_man&amp;diff=230778"/>
		<updated>2017-05-08T19:25:11Z</updated>

		<summary type="html">&lt;p&gt;Dlan08: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:55, 19 April 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Reptile men''' are one of the many underworld tribal [[Creature|races]] of [[animal people]], living on any [[cavern]] level milling around piles of [[food|meat]] and [[leather|tanned hides]]. They stand at roughly the size of an adult [[dwarf]]. Despite being described as humanoid lizards, they are a separate species from the [[lizard man]].&lt;br /&gt;
&lt;br /&gt;
Approach with caution, unless the tribe is friendly. If the tribe is friendly, feel free to take advantage of them in fine imperialistic tradition and steal all their resources without compensation. To check whether a tribe of reptile men is friendly, press {{k|u}} to view the unit list. The tribe will be labeled as either hostile or friendly. Alternatively, press {{k|v}} to view one of their profiles.  &lt;br /&gt;
&lt;br /&gt;
Like many underground races, the danger of reptile men is not to be found in their [[wood]]en [[weapon]]s, but in the substances found smeared on them. Reptile men use many [[syndrome|poisons]], some of which can be deadly. They will launch group attacks on your fort, and have the ability to swim through your reservoirs and launch amphibious assaults on your [[fisherdwarf|fisherdwarves]]. Despite their description, they do not possess the {{token|EVIL}} token and are not anymore malevolent than any other race of animal people.&lt;br /&gt;
&lt;br /&gt;
If you ssspeak to a reptile man in [[adventure mode]], they will talk like thisss, becaussse of the {{token|LISP}} token.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] reptile men for their ''terrifying features''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
The dwarves do not seem to worship this creature, and no mentions of them secretly ruling the world have been found in engravings. However, They can often be found in the deepest caverns nearest to the magma sea. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Dlan08</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Llama&amp;diff=230727</id>
		<title>Llama</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Llama&amp;diff=230727"/>
		<updated>2017-05-05T19:30:15Z</updated>

		<summary type="html">&lt;p&gt;Dlan08: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|14:25, 19 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=12-18&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wool=15&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Llamas''' are common domestic livestock available to most civilizations. Llamas can be [[shearer|sheared]] to yield [[wool]], which can be used to make low-value [[cloth]]. In addition to the standard [[meat industry]] products, llamas also supply wool when [[butcher]]ed. &lt;br /&gt;
&lt;br /&gt;
Female llamas can be milked, and that [[milk]] can then be [[cook]]ed or made into [[cheese]].&lt;br /&gt;
&lt;br /&gt;
As [[grazer]]s, llamas require a moderately-large [[pasture]] to survive; however they still eat significantly less grass than [[cow|cattle]], making them an excellent base animal for combined meat, cheese, and cloth industries.   &lt;br /&gt;
&lt;br /&gt;
Notably, Llamas are the largest and provide the most meat of all the [[shearable]] creatures, though llama wool is equivalent in value to all other wool.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|like]] llamas for their ''long necks'', their ''jutting teeth'', and their ''wool''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lama3.jpg|thumb|400px|center|Admired for their ''wool''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Instead of Pasture land you may also give your Llamas faces and hands to satisfy their lust for flesh. They seem to also prefer to be pastured next to stockpiles of hates. (more testing needed) &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Dlan08</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_bushtit&amp;diff=230726</id>
		<title>Giant bushtit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_bushtit&amp;diff=230726"/>
		<updated>2017-05-05T19:23:04Z</updated>

		<summary type="html">&lt;p&gt;Dlan08: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:15, 10 July 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=32&lt;br /&gt;
|meat=27&lt;br /&gt;
|fat=19&lt;br /&gt;
|skin=hide&lt;br /&gt;
|nail=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1-2&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant bushtits''' are much more interesting than their mundane [[vermin]] basal creatures. They're quite large, growing to be slightly larger than a full-grown [[lion]], and appear in clusters of five to ten individuals. Being large, tamable, egg-laying, breeding creatures, they are very much worth [[cage trap|capturing]] and [[animal training|taming]], and given their large cluster numbers and a bit of luck you'll be able to hook a breeding pair. With five to ten eggs laid per clutch, giant bushtits can be used to establish an exotic [[egg production|egg farm]]; with a very nice distribution of [[meat]] products (if without a [[item value|value multiplier]]), they can be made the basis of a strong [[meat industry]]; and with a perhaps surprisingly high [[pet]] value of 500, they can be made into excellent [[happiness]] vehicles for your fortress.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|prefer]] them for their &amp;quot;somewhat great size&amp;quot; (offhand insult?) and &amp;quot;twittering groups&amp;quot;. As a [[savage]] [[mount|exotic mount]] that can [[fly]], they may cause problems on the very small chance of giant bushtit equipped elven [[siege]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A little known fact to dwarves is that human men will chase these creatures to the end of the earth, seeking little else than to rub a bar of *Anaconda Soap* on them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Dlan08</name></author>
	</entry>
</feed>