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		<id>https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=265846</id>
		<title>Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=265846"/>
		<updated>2022-08-12T19:05:54Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:00, 15 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:Beekeeping Industry Flowchart.png|thumb|300px|upright=1.5|Beekeeping industry flowchart]]&lt;br /&gt;
The '''beekeeping industry''' is an agricultural process that involves farming [[honey bee]]s in built [[hive]]s to produce [[honeycomb]]s and [[royal jelly]], the former of which is further processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is [[beekeeping]].&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Finding wild bees ===&lt;br /&gt;
[[File:bee_keeping_preview.png|140px|right]]Wild colonies of honey bees {{Tile|·|6:1}} must be present on the map. Since live [[vermin]] cannot be bought during [[embark]], wild bees are necessary to start beekeeping. Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are common in places they appear ({{token|FREQUENCY|c|100}}), bees are not {{token|UBIQUITOUS|c}}, thus are not guaranteed to appear in every [[region]].&lt;br /&gt;
&lt;br /&gt;
[[Bumblebee]]s cannot be used in beekeeping.&amp;lt;sup&amp;gt;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=4003#c15306 &amp;amp;#91;1&amp;amp;#93;]&amp;lt;/sup&amp;gt; They do possess their own version of honey, royal jelly, wax, and even mead, all of which are unobtainable in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
Honey bees are one of the {{token|VERMIN_SOIL_COLONY|c}} creatures, which includes bumblebees, [[ant]]s, and [[termite]]s. Colonies of honey bees appear randomly on the surface ground as a circle {{Tile|○|7:1}} (the color is determined by the floor tile). Maps have a hard limit to how many wild colonies can appear simultaneously. If new colonies stop appearing, it means this limit has been reached. Therefore, honey bee colonies might be unable to spawn because the &amp;quot;space&amp;quot; is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate.&lt;br /&gt;
&lt;br /&gt;
If a colony cannot be found after searching, set up a single hive and leave it for about a year as a last-ditch effort. Beekeepers will immediately be able to find an accessible honey bee colony that may have gone unnoticed or spawned inconspicuously. Occasionally check the hive for live bees by viewing the building with {{k|t}} from the menu.&lt;br /&gt;
&lt;br /&gt;
=== Building hives ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Hive}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Workshop and labor requirements&lt;br /&gt;
! Material !! Workshop !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]] || [[Kiln]] or [[magma kiln]] || [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || [[Craftsdwarf's workshop]] || [[Stonecrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Craftsdwarf's workshop]] || [[Woodcrafting]]&lt;br /&gt;
|}&lt;br /&gt;
Hives {{Tile|▬|6:1}} are a [[tool]]. They can be made in a variety of hard materials from their respective [[workshop]]s and [[labor]]s. Beekeepers themselves do not craft them. Hives are stored in [[finished goods]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
They can be built by opening the [[building|{{k|b}}uilding]] menu and either selecting {{DFtext|Hive|7:1}} or pressing {{k|Alt + h}}. They can be built on any hard surface, both indoors and outdoors. Only beekeepers can haul and place them.&lt;br /&gt;
&lt;br /&gt;
[[Tile attributes]] affect honey production. In order for hives to produce, they must be built adjacent to (or on) an above ground tile. Subterranean hives can still store colonies that can be used later for splitting, but they cannot produce anything. Hives are marked as having either {{DFtext|Outdoor|2:1}} or {{DFtext|No outdoor|4:1}} access; this is referring to the above ground and subterranean attributes, not the outside and inside attributes. Hives can produce normally in both outside and inside tiles. So long as hives are placed above ground, they can be completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.&lt;br /&gt;
&lt;br /&gt;
== Hive management ==&lt;br /&gt;
Managing hives is fairly automated–beekeepers will perform most of the necessary jobs on their own when available. There are two options in the building settings that can be toggled to control beekeepers from installing colonies or from gathering products in a hive. Hives are set by default to allow colony installation and product gathering.&lt;br /&gt;
&lt;br /&gt;
In the [[job list|{{k|j}}ob list]], two notable beekeeping jobs are:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.&lt;br /&gt;
* {{DFtext|Collect Hive Products|3:0}} – when a beekeeper gathers the products from a hive.&lt;br /&gt;
&lt;br /&gt;
=== Examining hives ===&lt;br /&gt;
Hovering the cursor near a hive in the building settings menu ({{k|q}}) will display:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive:&lt;br /&gt;
** {{k|c}} {{DFtext|Install colony when ready|7:1}} or {{DFtext|Do not install colony|7:1}}.&lt;br /&gt;
** {{k|g}} {{DFtext|Gather any products|7:1}} or {{DFtext|Do not gather products|7:1}}.&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}} or {{DFtext|Not ready to be split|0:1}}.&lt;br /&gt;
* If there are too many colonized hives on the map (due to a [[#Limit|limit]]).&lt;br /&gt;
&lt;br /&gt;
To see if a hive has a colony, use the &amp;quot;view i{{k|t}}ems in buildings&amp;quot; menu. If a colony is present, it will show a [[stack]] of live honey bees inside a built hive. It will also show if the hive contains a honeycomb or royal jelly. To know how many hives are currently built on the map, open the {{k|b}}uilding menu and look for the number next to the &amp;quot;Hive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Colony installation ===&lt;br /&gt;
Beekeepers automatically haul colonies to new hives as long as they have access to a wild colony or another colony that is ready to be split from another hive. They must have their setting set to {{DFtext|Install colony when ready|7:1}}. Hives set to {{DFtext|Do not install colony|7:1}} will not accept new colonies, even after existing colonies are destroyed. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to install a new colony, then the job gets cancelled, and the hauled colony is removed from the beekeeper.&lt;br /&gt;
&lt;br /&gt;
Beekeepers usually go for the closest available colony to install, whether it's a wild colony or a colony in a hive. Assigning beekeepers to [[burrow]]s can prevent them from seeking other hives.&lt;br /&gt;
&lt;br /&gt;
=== Splitting colonies ===&lt;br /&gt;
Colonies can split in three months after installation. A split-able colony is indicated in the building settings as {{DFtext|Ready to be split|2:1}}. Splitting colonies produce new colonies that are installed to other hives, thereby increasing the colony count. In order to split the colony, an empty hive and a beekeeper must be present. A beekeeper will perform a splitting automatically if an empty hive is set to allow colony installation. After splitting, beekeepers haul the new colony to an empty built hive. Doing this leaves the original hive populated, and after another three months, it will become ready for splitting again.&lt;br /&gt;
&lt;br /&gt;
Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive's colony for splitting. If a hive is slated for removal but has not been removed yet, then the split-able colony inside can still be used for installation.&lt;br /&gt;
&lt;br /&gt;
=== Gathering products ===&lt;br /&gt;
Hives containing colonies produce a single honeycomb and royal jelly. Honeycombs and royal jelly are &amp;quot;part&amp;quot; of the building, as indicated by the {{DFtext|[B]|1:1}} symbol next to their names when viewing the building's items. When a beekeeper gathers them, the items are released from the hive, which allows a food hauler to carry the items to a stockpile. An empty [[jug]] is required to gather the products, since royal jelly must be stored in a container.&lt;br /&gt;
&lt;br /&gt;
Hives must set to {{DFtext|Gather any products|7:1}} for beekeepers to go and gather its products. A honeycomb and royal jelly must both be present in a hive before they can be gathered. When these requirements are met, a beekeeper will automatically find an empty jug and gather the products for hauling. Beekeepers usually go for the closest accessible hive to gather first. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to collect the products, then the job gets cancelled, and the jug is stored back.&lt;br /&gt;
&lt;br /&gt;
The gathering process always destroys the colony inside the hive. The colony disappears instantly when destroyed. A new colony must be installed every time the products are gathered in order for the hive to produce more. To avoid colony extinction from gathering products, it is recommended to save a few hives just for splitting by changing their settings to not gather products. This would ensure a permanent supply of bees at all times.&lt;br /&gt;
&lt;br /&gt;
=== Limit ===&lt;br /&gt;
There is a soft limit of 40 colonies, which empty hives and wild or hauled colonies do not count against. When the number of colonies on the map reaches 41 or more, honeycomb and royal jelly no longer have a 100% possibility of spawning six months after installation. If the colony does not produce a honeycomb or royal jelly, then it has a chance to produce again every six months. The likelihood of spawning affects products individually, so it is possible that a honeycomb appears while royal jelly does not, and vice versa. The soft limit does not affect colonies that were installed before the limit had passed. Hives that contain colonies will have the following warning in the building settings when the soft limit is exceeded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|6:1}}&amp;lt;br/&amp;gt;{{DFtext|* Output restricted|6:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum limit of active colonies for honey production is 59. When the colony count reaches 60, no more hive products appear. It also resets all ongoing production, so any colony that was in the process of producing must wait at least six months again to produce honeycomb and royal jelly after the max limit is brought back down. When the max limit is reached, the warning message in the building settings reads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|4:1}}&amp;lt;br/&amp;gt;{{DFtext|* No output|4:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The limits do not affect the spawning of wild colonies, nor do they alter the amount of time needed for colonies to become ready to split.&lt;br /&gt;
&lt;br /&gt;
The total number of colonies can be checked in the [[stocks]] under &amp;quot;Small live animals&amp;quot; and hitting {{k|Tab}} to display individual stacks. Each stack represents a single colony. The number of colonies can exceed 60 by installing colonies into new hives (by splitting or collecting wild bees), but nothing is gained from doing this. To lower the number of colonies, either dismantle colonized hives, [[dump]] the colony, or allow beekeepers to gather existing products in the hive, which destroys the colony. To attain high output efficiency, keep the number of active hives below 41.&lt;br /&gt;
&lt;br /&gt;
=== Removing hives ===&lt;br /&gt;
Built hives can be removed using the building menu ({{k|q + x}}). A beekeeper is required to remove the hive. After the building is removed, the item is carried back to a finished goods stockpile by an item hauler. Hives can also be destroyed by [[building destroyer]]s, [[cave-in]]s, and [[magma]].&lt;br /&gt;
&lt;br /&gt;
Deconstructing a hive releases the colony inside (it cannot be retrieved), as well as dropping any honeycomb, royal jelly, or jug left inside. Fallen honeycombs and jugs can be hauled back, but spilled royal honey cannot be hauled.&lt;br /&gt;
&lt;br /&gt;
== Production and processing ==&lt;br /&gt;
Six months after installing a colony, a hive produces one [[honeycomb]] {{Tile|∞|6:1}} and one [[royal jelly]] {{Tile|≈|7:1}}. Products have a 100% chance of spawning, unless the colony count exceeded the limit. Only one honeycomb and royal jelly will spawn at a time, and no further products will appear until they are gathered from the hive. The colony size does not affect the output speed; neither do the [[surroundings]], [[plant]]s, [[weather]], or [[season]]s affect production.&lt;br /&gt;
&lt;br /&gt;
Royal jelly is a liquid [[food]]. It is used as an ingredient in [[prepared meal]]s, but it can only be cooked if another solid food item is included in the meal.&lt;br /&gt;
&lt;br /&gt;
Honeycombs are classified as tools, and stored with other finished goods. As an intermediate product, honeycombs do not have any applications on their own, but when [[presser|pressed]] at a [[screw press]], each honeycomb produces two items: [[honey]] {{Tile|≈|6:0}} and pressed [[wax]] (or wax cake) {{Tile|≈|6:1}}, both of which are stored in food stockpiles. To press a honeycomb, add a new task in a screw press and select &amp;quot;Press honey from honeycomb&amp;quot; ({{k|h}}), or search and select &amp;quot;Press honey from honeycomb&amp;quot; in the [[manager]] screen. An empty jug is needed for the job to store the honey.&lt;br /&gt;
&lt;br /&gt;
Honey, like royal jelly, is a liquid food that can be cooked into a meal. Additionally, it can be brought to a [[still]] and brewed into [[alcohol|mead]], the only obtainable non-plant-based alcoholic drink. Wax can be processed into various [[craft]]s by a [[wax worker]], which all have a [[material value]] of one.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Stacks of honey bees in their hives can be [[wear|mangled]] by forest [[fire]]s, but will still live, resulting in some odd descriptions.{{bug|4101}}&lt;br /&gt;
* Filled jugs may be stored in [[bin]]s as finished goods, preventing the use of their contents in the food industry.{{bug|4229}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
The entire beekeeping industry is a bug exploit.&lt;br /&gt;
[[File:beekeeping_preview.png|thumb|340px|center|You get used to the buzzing sounds. Honest.]]&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
[[ru:Beekeeping industry]]&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=265790</id>
		<title>Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=265790"/>
		<updated>2022-08-11T04:02:09Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Months and seasons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|02:43, 18 April 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:DFcalendar.jpg|thumb|  ]]&lt;br /&gt;
&lt;br /&gt;
The '''dwarven calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the [[status]] screen ({{key|z}}). During game-play in fortress mode, however, the layout of the date is YY-MM-DD. There are 12 months in the dwarven year, divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating - by default, this will be year 250. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advanced option ''End Year'' in the ''Design New World with Advanced Parameters'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
The world follows a seasonal cycle - each season affects the climate, the crops that can be farmed, and the ebb and flow of trade. There are also full moons on certain fixed dates every year, during which [[werebeasts]] will transform into their werebeast form on these days.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| rowspan=2 style=&amp;quot;background: #aaa&amp;quot;  |&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | [[Caravan]]&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Full Moon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Northern Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Southern Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;background: #cfc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Elf|Elven]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 25th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 21st&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 19th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 17th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 15th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot;  | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 13th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|•|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 10th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 10&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''None*''&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 6th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 11&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 4th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 12&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 2nd and 28th &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you have [[modding|modded]] the game to not be at war with the [[goblin]]s or [[kobold]]s, then they will send caravans to you, and you will be able to trade with them, but only if you have also modded them to have pack animals or wagon pullers. If you do, then they will send caravans every season, including winter.&lt;br /&gt;
&lt;br /&gt;
=== Seasonal effect on Farming ===&lt;br /&gt;
{{main|Farming}}&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
=== Seasonal effect on Trading ===&lt;br /&gt;
{{main|Trading}}&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Age.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
[[File:GiantDwarfs.jpg|thumb|A time when Heroes, Mega-beasts and Titans walked the earth]]&lt;br /&gt;
&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
==== Great Powers in Control ====&lt;br /&gt;
&lt;br /&gt;
This course of this period is shaped by the Great Powers; [[historical figure]]s with the [POWER] or [MEGABEAST]/[TITAN] [[creature token]]s. If there are more than 3 powers in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes; if 3 or fewer, then it will progress through the various Ages of Powers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Myth''': The number of living powers and megabeasts is at least 2/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Myth was a time when living gods and mighty beasts still held sway.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Legends''': The number of living powers and megabeasts is at least 1/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Legends was a time when the powers of the world were fading.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Heroes''': The number of living powers and megabeasts is greater than three.&lt;br /&gt;
:''&amp;quot;The Age of Heroes was a time when the last of the powers fought their final battles.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation, can cause the age to 'regress' back to Heroes, Legends, or in slightly extreme cases, even Myth, sometimes multiple times.&lt;br /&gt;
&lt;br /&gt;
If a world starts with 3 powers and manages to progress beyond that, it will proceed to the Age of Myth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Three Powers''': Exactly three powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of Two (Race)s''' or '''The Age of (Race) and (Race)''': Exactly two powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Two Dragons was a time when the dragon Flarrgh and the dragon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of (Name/Species)''': Exactly one power is alive in the world. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of the Hydra was a time when the hydra Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== No Great Powers ====&lt;br /&gt;
Once the Great Powers have fallen, the status of mortal civs will determine the Age. The ages will proceed as follows.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of (Race)''' or '''The (Racial) Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], and the majority are of one race. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of Dwarves was a time when dwarves ruled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Golden Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but there is no single majority.&lt;br /&gt;
:''&amp;quot;The Golden Age was a time when various civilized races peopled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Twilight Age''': Between 50% and 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]].&lt;br /&gt;
:''&amp;quot;The Twilight Age was a time when fantastic creatures no longer lived in great numbers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Fairy Tales''': Over 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but some non-mundane ones still remain. &lt;br /&gt;
:''&amp;quot;The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Toady One's quote from 2008 devlog: ''&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Civilization''': All civilized creatures are mundane, and all semi-megabeasts have been vanquished.&lt;br /&gt;
:''&amp;quot;The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Death''': All civilized creatures are dead, and the world has passed through at least one Age of Twilight, Age of Fairy Tales, Age of (Race), Golden Age, or Age of Civilization.&lt;br /&gt;
:''&amp;quot;The Age of Death was a time after civilization had crumbled completely.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Emptiness''': All civilized creatures are dead, but the world never progressed beyond the Ages of Myth, Legends, Heroes, or Powers (i.e. all civilized creatures were wiped out before all powers).&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when no civilized peoples existed in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when only simple creatures inhabited the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A world that ends generation in the Age of Death or Emptiness will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Within the [[string dump]], beneath these ages, are the following three lines:&lt;br /&gt;
&lt;br /&gt;
* Unknown Age&lt;br /&gt;
* Monster&lt;br /&gt;
* Rampage&lt;br /&gt;
&lt;br /&gt;
It is unclear what these are used for.&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=265760</id>
		<title>Wagon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=265760"/>
		<updated>2022-08-10T02:55:24Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Movement */ Added mechanical bits, as it's nonintuitive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:29, 13 June 2020 (UTC)}}&lt;br /&gt;
{{creaturelookup/0|contrib=no|death=item|item=Wagon wood|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''This page is about the creature.  For the structure, see [[Wagon (embark)]]''&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Wagons''' are special &amp;quot;[[creatures]]&amp;quot; used by [[human]] and [[Dwarf|dwarven]] [[caravan]]s. Wagons have a much greater hauling capacity than pack animals, increasing the imported goods available to your fortress and the capacity for exported goods. Surprisingly, despite their capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily. Unfortunately, wagons require specific accommodations to reach your fortress: wagon-accessible paths must be three tiles wide, extend from natural-land tiles at the screen border to your [[trade depot]], and cannot contain [[trap]]s or [[pressure plate]]s.  If wagons are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the merchants' pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons which are destroyed, abandoned, or scuttled will leave behind a unique type of [[wood]]: wagon wood. Since they count as creatures, dead wagons can be [[memorial]]ized (though a [[ghost]]ly wagon has not yet been observed).{{cite talk/this|Wagon death, list in deceased list and memorialization bug reproduction}}&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences|preference]] for wagons, as they possess no {{token|PREFSTRING}}. As stated by their raw files, they exist as creatures only temporarily until moving siege engines are added to the game.&lt;br /&gt;
&lt;br /&gt;
== Depot Accessibility ==&lt;br /&gt;
[[File:Wagon access.png|thumb|260px|right|An accessible and an inaccessible wagon path. Below is how the paths are viewed with Depot Access turned on.]]&lt;br /&gt;
&lt;br /&gt;
In order to appear alongside caravans, wagons must have an appropriate place on the map edge to spawn and an unobstructed path to a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}}epot Access to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot towards the map edges; even though you see a green area around your depot, it may not be accessible from outside. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading, in that a one-tile wide green path is sufficient for the 3-tile wide wagons; the green {{Raw Tile|W|2:2:1}}s represent only the ''center'' of a wagon, although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|2:2:1}}s. When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' natural-land tiles at the edge of the map, wagons will be able to reach the depot. If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked. Note that all caravans will prefer to enter the map at a wagon-accessible point, so this can also be used for [[Elf|elven]] caravans as well.&lt;br /&gt;
&lt;br /&gt;
Wagons will not appear on non-natural surface tiles at a map edge (such as a &amp;quot;bridge to nowhere&amp;quot;), though they can sometimes be encouraged to leave the map edge in such a manner. Wagons will also delay appearing at the map edge if their intended location is currently blocked by any other creature, similar to [[migrant]]s.&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
When determining movement, a wagon has a 3x3 &amp;quot;footprint&amp;quot; (9 squares). However, for many purposes, only the center square is considered. Animals drawing the wagon are not considered for purposes of determining movement.&lt;br /&gt;
&lt;br /&gt;
Wagons can move horizontally across/through:&lt;br /&gt;
* Ordinary open ground&lt;br /&gt;
* Small plants, e.g. [[grass]], [[shrub]]s &lt;br /&gt;
* Constructed [[road]]s or [[floor]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* Closed [[hatch cover]]s, even if they are over open space&lt;br /&gt;
* [[Ramp]]s (both &amp;quot;up&amp;quot; to the next z-level, and the empty hole over a ramp &amp;quot;down&amp;quot; to the next z-level below)&lt;br /&gt;
* Passable tiles of [[workshop]]s and other buildings (e.g. [[restraint]]s)&lt;br /&gt;
* [[Creature]]s, apart from other wagons&lt;br /&gt;
* [[Gear assembly|Gear assemblies]] and horizontal [[axle]]s built on passable tiles&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' move horizontally across/through:&lt;br /&gt;
* Open space below&lt;br /&gt;
* [[Boulder]]s (can be [[smoothing|smoothed]] to make them passable)&lt;br /&gt;
* [[Trap]]s&lt;br /&gt;
* [[Pressure plate]]s&lt;br /&gt;
* Any type of [[stairs|stair]] tile, apart from a down stair with a hatch cover on top&lt;br /&gt;
* [[Impassable tile]]s of [[workshop]]s and other buildings (e.g. [[statue]]s)&lt;br /&gt;
* [[Door]]s, even if they are operated by [[lever]] and left open&lt;br /&gt;
* Drained [[murky pool]] or [[river]] tiles (constructing and, optionally, removing a floor or road on top will make them passable)&lt;br /&gt;
&lt;br /&gt;
Wagons can move up or down [[z-level]]s via ramps, provided they do not have hatch covers on top. Wagons use different rules for movement on ramps - namely, they are able to ascend a ramp to a raised floor over empty space, but cannot cross the line of ramps while remaining at the same level. With some careful design it is possible to make bridges that control depot accessibility without actually allowing anything to cross them, or paths that can be traversed only by wagons but not dwarves or ''vice versa''.&lt;br /&gt;
&lt;br /&gt;
== Wagon-only entrances ==&lt;br /&gt;
&lt;br /&gt;
Wagons are able to navigate through certain entrances which other (walking) creatures cannot. Specifically, wagons can climb ramps that walking creatures consider to be &amp;quot;unusable&amp;quot;. By building a set of ramps which are exclusively unusable, you can send wagons on a direct route, while filtering all other traffic through your trap-covered route.&lt;br /&gt;
&lt;br /&gt;
Note: Pack animals with caravans will not follow the &amp;quot;wagon only&amp;quot; route. However, that means your trapped route to your Trade Depot can be only 1 tile wide. &lt;br /&gt;
&lt;br /&gt;
An example: [http://www.bay12forums.com/smf/index.php?topic=125977.0]:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff] [#0ff]Z[#0ff]{{=}}[#0ff]0    [#0ff]Z[#0ff]{{=}}[#0ff]+[#0ff]1&lt;br /&gt;
▓+++▓  ▓▓▓▓▓&lt;br /&gt;
▓+▲+▓  ▓+▼+▓&lt;br /&gt;
▓+++▓  ▓+++▓&lt;br /&gt;
▓▓▓▓▓  ▓+++▓&lt;br /&gt;
▓+++▓  ▓+++▓&lt;br /&gt;
▓+▲+▓  ▓+▼+▓&lt;br /&gt;
▓+++▓  ▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another example, which uses slightly less space (note: this particular entrance is ''not'' a wagon-only entrance and is usable by creatures able to [[jump]]).&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff] [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1   [#0ff]Z[#0ff]{{=}}[#0ff]0     &lt;br /&gt;
▓▓▓▓▓  ▓+++▓ &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓+▲+▓  ▓·▼·▓  &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓▓▓▓▓  ▓+++▓  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Yet another example, which allow wagons to move between z-levels [http://www.bay12forums.com/smf/index.php?topic=175067.0]:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff] [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]4    [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]3     [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]2    [#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1    [#0ff]Z[#0ff]{{=}}[#0ff]0     &lt;br /&gt;
▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓+++▓ &lt;br /&gt;
▓+++▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓+++▓  ▓▓+++▓  &lt;br /&gt;
▓+▲▼▓▓  ▓+▼+▓▓  ▓▓+++▓  ▓▓+▲+▓  ▓▓+▼+▓  &lt;br /&gt;
▓+++▓▓  ▓+▲+▓▓  ▓▓▼▲+▓  ▓▓+▼+▓  ▓▓▓▓▓▓  &lt;br /&gt;
▓▓▓▓▓▓  ▓+++▓▓  ▓▓+++▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  &lt;br /&gt;
▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  ▓▓▓▓▓▓  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wood_wagon.jpg|thumb|400px|center|&amp;quot;Now to get another wagon for NON-alcohol items.&amp;quot;]]&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Wagons can become &amp;quot;stuck&amp;quot; in obstacles.{{bug|5418}}&lt;br /&gt;
* Wagon pathing problems can result in caravan collisions.{{bug|5687}}&lt;br /&gt;
* It's possible for a dwarf to have a preference for &amp;quot;wagon wood&amp;quot;.{{Bug|3676}}&lt;br /&gt;
* Wagons are listed as &amp;quot;deceased&amp;quot; after being scuttled.&lt;br /&gt;
* Wagon despawns, becoming listed as &amp;quot;Missing&amp;quot; and causing the caravan to flee.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*If you happen to be playing as a wagon (presumably through some clever [[modding]]) in Adventurer mode, you can receive a message that you have been scuttled.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=264343</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=264343"/>
		<updated>2022-07-16T07:11:26Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Supplies */ removing orphaned footnote markers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|22:49, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:embark_prev.jpg|thumb|300px|Now strike the Earth!&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Art by CB129''&amp;lt;/small&amp;gt;]]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagonful of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when [[Site finder|choosing a site]] are: the presence of aquifers, the availability of wood, ores, and soil, the climate, and your neighbors. There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
Currently, an embark must be entirely within a tile on the &amp;quot;Region&amp;quot; view.  This restriction will be removed in the future.  [http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort. &lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location, in order to understand your [[surroundings]]. When there's more than one biome in the embark location you'll be able to press F1, F2, etc to see their specifics.&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] which are generally only available through [[trading]] with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axis for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. Metals count as &amp;quot;shallow&amp;quot; if they are within the first two stone layers, unless the biome is a Shallow Ocean (shows &amp;quot;little soil&amp;quot;) or a Sand Desert, in which case it counts the first five stone layers as &amp;quot;shallow&amp;quot;. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert. (Note that [[Utility:DFHack|DFHack]]'s ``embark-tools`` plugin can be used to add a sand indicator.) &lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get [[siege]]d by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
[[File:Embark krugg2.jpg|thumb|Venture forth]] &lt;br /&gt;
&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v0.44.03--&amp;gt;&lt;br /&gt;
* [[Miner]]: Adequate Miner&lt;br /&gt;
* [[Woodworker]]: Novice Carpenter, Bowyer&lt;br /&gt;
* [[Woodcutter]]: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* [[Stoneworker]]: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* [[Jeweler]]: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* [[Fisherdwarf]]: Novice Fisherdwarf&lt;br /&gt;
* [[Fish cleaner|Fish Cleaner]]: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: the point data below was last updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in [[dog]]s and [[cat]]s, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]&lt;br /&gt;
&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands to reason that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the amount of available embark points when playing via [[DF2014:Advanced world generation|advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000. With DFHack, the command ``points [#]`` (with &amp;quot;[#]&amp;quot; being any number) will set the amount of available embark points to the specified number.&lt;br /&gt;
&lt;br /&gt;
====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
&lt;br /&gt;
At embark, all seven settlers begin with no rank in all skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list &amp;amp;ndash; including military &amp;amp;ndash; with the restriction that no single skill can be increased beyond 'proficient' (level 5). Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated, and since ranks cost points there is a further trade-off to be made against other uses of embark points. The current skill rank is shown to the left of the skill (e.g. Novice), while the point cost of the next rank increment is displayed at the right; novice rank costs 5 points and each subsequent rank costs one additional point (so Adequate costs 6 points, Competent costs 7 points, and so on). Reaching 'Proficient' thus costs a total of 35 points. The most expensive allocation is granting all settlers 'proficient' in two skills; this costs a total of 490 points, which is nearly a third of the total budget. By contrast, allocating each dwarf 'novice' in 10 skills costs only 350 points.&lt;br /&gt;
&lt;br /&gt;
Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s&lt;br /&gt;
:* 2 Copper [[battle axe]]s&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 10 + 5 units in 2 barrels) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
'''Considering Metals'''&lt;br /&gt;
* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
* Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
'''Considering Materials'''&lt;br /&gt;
* When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
* You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
* Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
'''Considering Animals'''&lt;br /&gt;
* Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against [[kobold]]s and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
&lt;br /&gt;
'''Those Parentheses'''&lt;br /&gt;
* All the items (not animals or dwarves) that you are bringing with you from embark will appear with between [[Item_designations#Provenance_.2F_Ownership|parentheses]]. Example: {{dftext|(copper pick)|7:1}}&lt;br /&gt;
* Items you manufacture (or obtain by mining/farming/foraging/scavenging) will not have the parentheses.&lt;br /&gt;
&lt;br /&gt;
====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the [[embark_profiles.txt]] and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward. [[Embark profile repository]] contains examples of different profiles you can experiment with.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
[[File:Embark krugg.jpg|thumb|Prepare carefully for the hardship ahead.]]&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play ''Dwarf Fortress''. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot;.  [[Alcohol]] will come in a new barrel after every 5th unit.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s.&lt;br /&gt;
&lt;br /&gt;
Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.&lt;br /&gt;
&lt;br /&gt;
'''More Means Better... Right?''' - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with ''much'' more animals and supplies. This can be done in a few ways: The first way is entering the &amp;quot;advanced world generation&amp;quot; screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which '''can''' be set above 10,000. The third way is to simply use the &amp;quot;points&amp;quot; command if using [[DFHack]], once a world is generated.&lt;br /&gt;
&lt;br /&gt;
Back to the original question, does more mean &amp;quot;better&amp;quot;? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp Tutorial on how to embark]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=264315</id>
		<title>Lye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=264315"/>
		<updated>2022-07-07T06:25:46Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: more frozen lye info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:30, 19 July 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye''' is a material used to make [[soap]], and can also be used to make [[potash]]*. Lye is made by a [[lye maker]] at an [[ashery]], and requires 1 [[bar]] of [[ash]] and an empty [[bucket]]; ash is made from [[wood]] by a wood burner at a [[wood furnace]].&lt;br /&gt;
&lt;br /&gt;
:''(''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''Although potash is more easily made directly from ash, which is also the precursor to lye.)'' &lt;br /&gt;
&lt;br /&gt;
Lye is moved from buckets into a [[barrel]] if you have a [[Stockpile#Food|food stockpile]] with &amp;quot;lye&amp;quot; enabled* and a spare barrel. One [[barrel]] can hold 100 units of lye. &lt;br /&gt;
&lt;br /&gt;
Lye can be ordered in [[trade agreement]]s. Each barrel of lye brought by a [[caravan]] contains 10 units.&lt;br /&gt;
&lt;br /&gt;
Lye freezes in cold weather - you'll have to wait until it thaws in order to make [[soap]]. Careful application of [[magma]] can help to unfreeze lye, or they can be moved to a warmer [[underground]] location. There is no entry for frozen lye in stockpile menus, however, so dwarves will not haul a frozen lye barrel to any type of stockpile. Barrels containing frozen lye can be moved [[underground]] to thaw by dumping them to a [[garbage dump]], but if you use the [[Designations Menu]] to mark the barrels, the frozen lye stack will be marked for dumping separately, and when it is hauled inside, it will melt into a useless puddle on the floor. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping, and its contents will go with it. If your [[trade depot]] is outdoors in freezing weather, frozen lye barrels (along with [[milk#Dwarven_ice_cream|milk]]) will appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 20☼ higher than the price of the barrel, or by {{k|v}}iewing their contents. If purchased, these will also have to be dumped to thaw the lye, or will have to wait for better weather.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Be aware: Lye is located under &amp;quot;Misc. Liquids&amp;quot; on the ''2nd page'' of the Food Stockpile screen, and under &amp;quot;Liquid&amp;quot; in the [z] Stocks screen.&lt;br /&gt;
&lt;br /&gt;
[[File:lye_preview.jpg|thumb|200px|center|Pre-soap.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|LYE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Lye]]&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=264314</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=264314"/>
		<updated>2022-07-07T05:59:49Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Milking creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:07, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:milk_bottles.jpg|thumb|280px|right|Got Dwarf?]]&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Milk''' is a product [[extract]]ed from milkable [[creature]]s. Milk can be made into [[cheese]] or used in [[cook]]ing [[prepared meal]]s. It cannot be consumed &amp;quot;as is&amp;quot;. Milk is found under &amp;quot;Liquid&amp;quot; in the {{k|z}}/Stocks screen.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf with the [[milking]] labor active, a [[farmer's workshop]], an empty [[bucket]] and a mature, non-[[pet]], milkable animal.&lt;br /&gt;
&lt;br /&gt;
==Milkable creatures==&lt;br /&gt;
&lt;br /&gt;
The following creatures can be milked:&lt;br /&gt;
&lt;br /&gt;
*[[Alpaca]]&lt;br /&gt;
* Camels, both [[one-humped camel]]† and [[two-humped camel]]†, [[one-humped camel man|one-humped camel women]] and [[two-humped camel man|two-humped camel women]] and the [[giant one-humped camel]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; and [[giant two-humped camel]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Cow]]&lt;br /&gt;
*[[Donkey]]&lt;br /&gt;
*[[Goat]]&lt;br /&gt;
*[[Horse]]&lt;br /&gt;
*[[Kangaroo]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, [[kangaroo man|kangaroo women]] and [[giant kangaroo]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Llama]]&lt;br /&gt;
*[[Pig]]&lt;br /&gt;
*[[Purring maggot]]&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Reindeer]]&lt;br /&gt;
*[[Sheep]]&lt;br /&gt;
*[[Tapir]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, [[tapir man|tapir women]] and [[giant tapir]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Water buffalo]]&lt;br /&gt;
*[[Yak]]&lt;br /&gt;
&lt;br /&gt;
: † These animals are not domesticated and can't be brought on [[embark]]. Savage giant and animal man versions grant the same milk as the normal-sized species, though animal people are not domesticable.&amp;lt;br&amp;gt;&lt;br /&gt;
: ‡ Purring maggots are an unusual case in that they are [[vermin]] and not livestock. They are currently bugged and can't be milked if tamed. {{Bug|3670}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Milking creatures==&lt;br /&gt;
{{catbox|DF2014:Milkable}}Queue a &amp;quot;Milk Creature&amp;quot; job at a [[farmer's workshop]]. The milker will not necessarily pick the closest animal available. Caging, pasturing or restraining the milkable creatures near the workshop might be a good idea, but is not mandatory. The animal must also have milk available. Once milked, the creature will be free to roam. If the creature was previously caged, pastured or restrained, some dwarf will be assigned the job of taking it back. You can avoid these pasture animal jobs if the [[farmer's workshop]] is in the animal's pasture.&lt;br /&gt;
&lt;br /&gt;
Milk should eventually be transferred from its bucket into a [[barrel]] or [[large pot]] for long-term storage. If you plan to make [[cheese]], it's a good idea to let the milk accumulate so that you get stacks of cheese (up to size 5) instead of single (size 1) cheeses.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is defined in the raw files with the tag {{token|MILKABLE|creature|LOCAL_CREATURE_MAT:MILK:20000}}. All milkable creatures currently have this tag set to 20000 ticks, which, at roughly 1200 ticks per day, means they all can be milked every 17 in-game days. Due to this time-out, using {{k|r}}epeating jobs to milk creatures is infeasible if only a few milkable animals are available. Alternating repeating &amp;quot;Milk Creature&amp;quot; and &amp;quot;Make Cheese&amp;quot; jobs tend to work poorly, since transfer of the milk to storage can interfere with continued work, so that sooner or later the cheesemaking job will be cancelled, eventually canceling the milking job as well.&lt;br /&gt;
&lt;br /&gt;
An exploit to maximise embark point returns is to take 1 of each kind of milk - milk costs only 1 point at embark and comes with a separate barrel for each type, effectively giving you free barrels, and (after some work) stacks of 1 cheese from each unit of milk for your [[prepared meal]]s, worth 10 times what the milk is worth.&lt;br /&gt;
&lt;br /&gt;
Milk from milkable animals domesticated by a [[civilization]] can be ordered in [[trade agreement]]s with that civilization. Each barrel of milk brought by a [[caravan]] contains 10 units of milk.&lt;br /&gt;
&lt;br /&gt;
===Dwarven ice cream===&lt;br /&gt;
&lt;br /&gt;
Milk has a [[temperature|freezing point]] of 10000 °U, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become &amp;quot;frozen ''{animal}'''s milk&amp;quot;. Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Careless attempts to dump the barrel to an indoor [[garbage dump]] may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended. &lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outdoors in freezing weather, any barrels of milk (or [[lye]]) brought by a caravan will be frozen and appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 10☼ higher than the price of the barrel, or by {{k|v}}iewing their contents.&lt;br /&gt;
&lt;br /&gt;
To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: &amp;quot;Urist McMultitasking cancels job, handling dangerous animal&amp;quot;. They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. &lt;br /&gt;
* Tamed purring maggots can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked (or attempting to milk them?), purring maggots are left inside the workshop as an item. {{Bug|3668}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dwarven milk does not in fact come from dwarves. This is generally a relief to human caravans, until they find out where it really [[purring maggot|comes from]].&lt;br /&gt;
&lt;br /&gt;
Because milk is not considered a drink, dwarves will not drink it, even if they are dying of [[thirst]]. Indeed, dwarves consider any drink that isn't alcoholic to be no better than water, and refuse to drink milk because it's of better use as cheese. Another theory is that dwarves refuse to imbibe milk because it would make them puny milk-drinkers. What is for certain, however, is that unlike in real life, dwarves have yet to discover how to make alcoholic fermented milk beverages, such as kumis or kefir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|MILK_TEMPLATE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Milk]]&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=264313</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=264313"/>
		<updated>2022-07-07T05:47:40Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Dwarven ice cream */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:07, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:milk_bottles.jpg|thumb|280px|right|Got Dwarf?]]&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Milk''' is a product [[extract]]ed from milkable [[creature]]s. Milk can be made into [[cheese]] or used in [[cook]]ing [[prepared meal]]s. It cannot be consumed &amp;quot;as is&amp;quot;. Milk is found under &amp;quot;Liquid&amp;quot; in the {{k|z}}/Stocks screen.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf with the [[milking]] labor active, a [[farmer's workshop]], an empty [[bucket]] and a mature, non-[[pet]], milkable animal.&lt;br /&gt;
&lt;br /&gt;
==Milkable creatures==&lt;br /&gt;
&lt;br /&gt;
The following creatures can be milked:&lt;br /&gt;
&lt;br /&gt;
*[[Alpaca]]&lt;br /&gt;
* Camels, both [[one-humped camel]]† and [[two-humped camel]]†, [[one-humped camel man|one-humped camel women]] and [[two-humped camel man|two-humped camel women]] and the [[giant one-humped camel]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; and [[giant two-humped camel]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Cow]]&lt;br /&gt;
*[[Donkey]]&lt;br /&gt;
*[[Goat]]&lt;br /&gt;
*[[Horse]]&lt;br /&gt;
*[[Kangaroo]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, [[kangaroo man|kangaroo women]] and [[giant kangaroo]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Llama]]&lt;br /&gt;
*[[Pig]]&lt;br /&gt;
*[[Purring maggot]]&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Reindeer]]&lt;br /&gt;
*[[Sheep]]&lt;br /&gt;
*[[Tapir]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, [[tapir man|tapir women]] and [[giant tapir]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Water buffalo]]&lt;br /&gt;
*[[Yak]]&lt;br /&gt;
&lt;br /&gt;
: † These animals are not domesticated and can't be brought on [[embark]]. Savage giant and animal man versions grant the same milk as the normal-sized species, though animal people are not domesticable.&amp;lt;br&amp;gt;&lt;br /&gt;
: ‡ Purring maggots are an unusual case in that they are [[vermin]] and not livestock. They are currently bugged and can't be milked if tamed. {{Bug|3670}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Milking creatures==&lt;br /&gt;
{{catbox|DF2014:Milkable}}Queue a &amp;quot;Milk Creature&amp;quot; job at a [[farmer's workshop]]. The milker will not necessarily pick the closest animal available. Caging, pasturing or restraining the milkable creatures near the workshop might be a good idea, but is not mandatory. The animal must also have milk available. Once milked, the creature will be free to roam. If the creature was previously caged, pastured or restrained, some dwarf will be assigned the job of taking it back. You can avoid these pasture animal jobs if the [[farmer's workshop]] is in the animal's pasture.&lt;br /&gt;
&lt;br /&gt;
Milk should eventually be transferred from its bucket into a [[barrel]] or [[large pot]] for long-term storage. If you plan to make [[cheese]], it's a good idea to let the milk accumulate so that you get stacks of cheese (up to size 5) instead of single (size 1) cheeses.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is defined in the raw files with the tag {{token|MILKABLE|creature|LOCAL_CREATURE_MAT:MILK:20000}}. All milkable creatures currently have this tag set to 20000 ticks, which, at roughly 1200 ticks per day, means they all can be milked every 17 in-game days. Due to this time-out, using {{k|r}}epeating jobs to milk creatures is infeasible if only a few milkable animals are available. Alternating repeating &amp;quot;Milk Creature&amp;quot; and &amp;quot;Make Cheese&amp;quot; jobs tend to work poorly, since transfer of the milk to storage can interfere with continued work, so that sooner or later the cheesemaking job will be cancelled, eventually canceling the milking job as well.&lt;br /&gt;
&lt;br /&gt;
An exploit to maximise embark point returns is to take 1 of each kind of milk - milk costs only 1 point at embark and comes with a separate barrel for each type, effectively giving you free barrels, and (after some work) stacks of 1 cheese from each unit of milk for your [[prepared meal]]s, worth 10 times what the milk is worth.&lt;br /&gt;
&lt;br /&gt;
===Dwarven ice cream===&lt;br /&gt;
&lt;br /&gt;
Milk has a [[temperature|freezing point]] of 10000 °U, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become &amp;quot;frozen ''{animal}'''s milk&amp;quot;. Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Careless attempts to dump the barrel to an indoor [[garbage dump]] may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended. &lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outdoors in freezing weather, any barrels of milk (or [[lye]]) brought by a caravan will be frozen and appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 10☼ higher than the price of the barrel, or by {{k|v}}iewing their contents.&lt;br /&gt;
&lt;br /&gt;
To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: &amp;quot;Urist McMultitasking cancels job, handling dangerous animal&amp;quot;. They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. &lt;br /&gt;
* Tamed purring maggots can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked (or attempting to milk them?), purring maggots are left inside the workshop as an item. {{Bug|3668}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dwarven milk does not in fact come from dwarves. This is generally a relief to human caravans, until they find out where it really [[purring maggot|comes from]].&lt;br /&gt;
&lt;br /&gt;
Because milk is not considered a drink, dwarves will not drink it, even if they are dying of [[thirst]]. Indeed, dwarves consider any drink that isn't alcoholic to be no better than water, and refuse to drink milk because it's of better use as cheese. Another theory is that dwarves refuse to imbibe milk because it would make them puny milk-drinkers. What is for certain, however, is that unlike in real life, dwarves have yet to discover how to make alcoholic fermented milk beverages, such as kumis or kefir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|MILK_TEMPLATE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Milk]]&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Soap&amp;diff=264063</id>
		<title>DF2014 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Soap&amp;diff=264063"/>
		<updated>2022-06-02T11:48:30Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a bug that prevents soap creation when lye buckets are stored in barrels:&lt;br /&gt;
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8660&lt;br /&gt;
&lt;br /&gt;
:As of 42.01, it's been marked as fixed, but someone just added the bug description to the [[lye]] page, suggesting it still appears. Can anyone confirm?[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 17:22, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bizarro World shows its face... ==&lt;br /&gt;
&lt;br /&gt;
Apparently, we have a subsection in here, &amp;quot;Hygiene&amp;quot;, which only ever displays in edit mode.....solutions? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:57, 6 August 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Flowchart template problem. I added a &amp;quot;clear&amp;quot; to stop the following heading from being consumed.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 00:45, 7 August 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Soap life expectancy ==&lt;br /&gt;
&lt;br /&gt;
The article states both that a bar of soap can be used 150 times and that it is consumed at 1/10 of a bar per use. Which, if either, is it? [[User:Doublestrafe|Doublestrafe]] ([[User talk:Doublestrafe|talk]]) 11:48, 2 June 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Anvil&amp;diff=192368</id>
		<title>v0.34:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Anvil&amp;diff=192368"/>
		<updated>2013-09-09T05:45:37Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: Changed quality rating from &amp;quot;Masterwork&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|05:45, 9 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Anvils''' are required to build [[forge]]s, whether conventional or [[magma forge|magma powered]]. Since at least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, and the only way to ''make'' an anvil is with a metalsmith's forge or from a [[strange mood]], your first anvil ''must'' be sourced from outside of your colony, either at [[embark]] or through later [[trading]]. Anvils require three [[metal]] [[bar]]s to be [[smith]]ed at a forge - once you have one to begin with. As this is recursive, the origins of the first anvil are hard to discern.[[#Anvil_Origins?|*]]&lt;br /&gt;
&lt;br /&gt;
Anvils may normally be made of [[iron]], [[steel]] or [[adamantine]], and smithing an anvil uses the [[blacksmithing]] [[skill]]. Magma forge anvils in particular must be [[magma-safe]], which is not a problem for conventionally crafted anvils but may be for legendary strange mood anvils, which are often made out of other, non magma-safe metals. Otherwise, however, neither the material used nor the anvil's quality affects the performance of the forge: only the [[skill]] of the metalworker does.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
If your [[civilization]] has access to [[iron]] [[ore]], a standard (no quality) iron anvil will be included by default in your [[starting build|starting equipment]], for a cost of 100 points.  If not, then your starting equipment will include a [[steel]] anvil, for a cost of 300 points. Not taking an iron anvil is usually only a component of [[challenge]]s, but not taking a steel one may be viable given its high cost.&lt;br /&gt;
&lt;br /&gt;
If you choose not to bring an anvil, you are refunded the 100 or 300 point cost, to be used for other purchases of items or skills.  You will then have to [[trade]] for your first anvil with the dwarven or [[human]] [[caravan]]s that usually, ''but not always'', carry one or more iron or steel anvils with them (at the same cost as at embark). If this fails the first time around, you may also request one from the [[dwarven liaison]], if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan.&lt;br /&gt;
&lt;br /&gt;
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, [[melt]]ed, or re-used to build another forge. Anvils are considered [[furniture]] and will be stored in a furniture [[stockpile]] if not utilized in a [[forge]].&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
The theories are split into two categories:&lt;br /&gt;
&lt;br /&gt;
Correlation does not imply causation: There's another way to make an anvil, and the theoretical time before that occurred is referred to as the era before anvil (BA)&lt;br /&gt;
&lt;br /&gt;
* One theory of the anvil's origin is that a dwarf struck by a [[strange mood]] made one of [[stone]] or [[bone]] (though this isn't actually possible in-game). Another more radical theory put forward by dwarven philosopher [[Main:Urist|Urist]] McTaggart is that the first one was made of [[wood]] in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an [[elf]] sympathizer by an angry [[mayor]] who had a strange fondness for [[glass]].&lt;br /&gt;
* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies.  It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the [[elves]] was the domestication of forest animals.&amp;lt;br/&amp;gt;There are questions regarding the implications of this revelation, however.  Skeptics question how the anvil was created without a [[hammer]], how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.&amp;lt;br/&amp;gt;Dwarven scholars suggest that the first anvils were made of [[stone]], not metal, and were little more than flattened stone [[block]]s, chipped with flint or [[obsidian]].  This possibility has sparked an interest among dwarven scholars in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.&lt;br /&gt;
* Regardless of dwarven theories some humans believe that there must have been early technologies to produce an anvil without the usage of a hammer or an anvil. While improving the production of anvils through the dissemination and use of anvils over the centuries, the original method was forgotten. Dwarven philosophers argue that dwarven technology has always been driven by perfection from the beginning and nothing was developed over time. Besides, dwarven history never forgets.&lt;br /&gt;
&lt;br /&gt;
Correlation implies causation: An anvil is required to make an anvil&lt;br /&gt;
&lt;br /&gt;
* One researcher posits that all anvils originate from the FirstAnvil.  Where does it come from?  The FirstAnvil, of course.  It's [http://en.wikipedia.org/wiki/Turtles_all_the_way_down anvils all the way down.]&lt;br /&gt;
* The dwarven philosopher Urist McStotle has recently suggested that the existence of Anvils is evidence that dwarven civilization will eventually develop a method of visiting (or at the very least, sending anvils to) the past.&lt;br /&gt;
* The first anvil was given as a gift from the god of smithing. Engraved with the secrets of mineralogy and metalworking, it taught dwarves everything they know of finding, smelting and shaping metals. There is considerable theological debate going on over WHICH god of smithing was responsible. Some believe that such an outpouring of information could only have been a collaborative effort by all gods of smithing.&lt;br /&gt;
* The first anvil is the only remnant of the previous kalpa. Every time Armok the World Eater unmakes the universe, He leaves one anvil behind. The dwarves inevitably find it and use it to make more anvils, one of which is carried over to the next world, completing the cycle.&lt;br /&gt;
* It is unknown at this time how [[Main:Armok|Armok]]'s Anvil of Creation was forged. When questioned by a particularly suicidal dwarf on the subject, he grew very grumpy and quickly unmade that universe.&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mayor&amp;diff=184317</id>
		<title>v0.34:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mayor&amp;diff=184317"/>
		<updated>2013-04-18T19:40:52Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: Corrected election info, added info on ousters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Mayor&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| mandates=1&lt;br /&gt;
| demands=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Elected&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with foreign dignitaries&lt;br /&gt;
* Talk with disgruntled workers&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
[[Image:Goblin_slaying_Mayor.png‎|thumb|left|A dwarven mayor conducting a &amp;quot;meeting&amp;quot; with some goblin &amp;quot;liasons&amp;quot;.]]&lt;br /&gt;
The mayor is a [[Noble]] whose job it is to speak with disgruntled workers and entertain foreign diplomats (until a [[baron]] is appointed). He or she is automatically created from the most social dwarf, most likely the [[Expedition leader]], once the population reaches 50. A new mayor will be elected from time to time.&lt;br /&gt;
&lt;br /&gt;
*Mayors are [[Leader|leaders]]{{verify}}.&lt;br /&gt;
*Mayors, along with Expedition Leaders, are required for appointing other Nobles. If you find yourself unable to appoint new Nobles, you will have to wait for a new Mayor to become elected.&lt;br /&gt;
*Mayors are classy individuals, who require certain living standards in their rooms and furniture.&lt;br /&gt;
*Mayors can [[Mandate]] the production of certain goods, and receive a happy thought if you comply.&lt;br /&gt;
*Mayors can prohibit the export of certain goods instead of mandating their construction, resulting in Dwarves being punished for trade violations.&lt;br /&gt;
*Mayors can [[Demand]] certain types of furniture in their rooms and may get uppity if you don't comply.&lt;br /&gt;
*When an election happens, it's usually the dwarf with the highest social skills who gets elected.  Since [[children]] have nothing to do but socialize, they gain lots of social skills which carry over when a child becomes an adult at age 12.  Thus it's not unusual for a 12 year old to become mayor.  Their chief competition is [[Vampire]]s, who also tend to have high social skills.&lt;br /&gt;
*Mayors can be replaced directly through the (n)oble menu. If you have one who likes something unpleasant like [[Finished goods|puzzleboxes]], you can always get rid of them. This also creates a historical event, which makes for good [[statue]]s of dwarves rejecting the old mayor with which to brighten up the new mayor's office.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Elected Nobles}}&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Importing_and_exporting_worlds&amp;diff=177216</id>
		<title>v0.34:Importing and exporting worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Importing_and_exporting_worlds&amp;diff=177216"/>
		<updated>2012-08-28T20:27:29Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Export */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|00:39, 29 April 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Although Dwarf Fortress is a single-player game, it is still common to incorporate a social aspect into the game. For example, you may have found a great site that you want to share with others, or you want to play a save or embark someone else posted, or you're reporting a crash during world generation, or maybe you simply want to back up your world or game. There are two primary methods for importing and exporting [[region|worlds]] in Dwarf Fortress: exchanging the seed and exchanging the save.&lt;br /&gt;
&lt;br /&gt;
== Seed ==&lt;br /&gt;
&amp;quot;Seed&amp;quot; refers to the 4 specific random strings used to seed the pseudo-random number generator.  These values are not sufficient to duplicate a world without the rest of the [[world token|world gen parameters]], but &amp;quot;seed&amp;quot; is shorter to say, so is often used to mean the entire set of parameters.  Provided the versions of Dwarf Fortress are similar enough and no [[modding]] has taken place on either end, using a person's world gen parameters suffices to generate the same worlds as they did. Unfortunately, this method is incapable of also moving around any events that happened after world generation ended, including the fortresses or adventurers that may have taken place.&lt;br /&gt;
&lt;br /&gt;
If modding has taken place, the world (but still not any events past worldgen) can still be exchanged if both receiver and transmitter have the exact same modification. Moving the world through this method may be slow for the receiver, especially for worlds with a long history.&lt;br /&gt;
&lt;br /&gt;
===Export===&lt;br /&gt;
The easiest way to export your world gen parameters is to press {{k|p}} at the &amp;quot;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;: Export image/info&amp;quot; prompt right after world gen has completed. If you didn't do that, then start the game in [[Legends|Legends mode]], and press {{k|P}}. Either way, your Dwarf Fortress root folder should now contain several new files including a text file with phrase &amp;quot;world_gen_param&amp;quot; in its name. That's the one people want. Copy or email the file or the text inside it to the receiver, or simply store the file in a safe place to be able to regenerate the world later.&lt;br /&gt;
&lt;br /&gt;
This process is more difficult during [[Fortress mode|fortress]] or [[Adventure mode|adventure]] play, because the world cannot be loaded in Legends mode. During fortress mode, load up your fortress and press {{k|Esc}}. Go to &amp;quot;export local image&amp;quot;. Export local images of however much of you fortress you want (select only one level of it to save time exporting); the exported image is not important. Your Dwarf Fortress root folder should now contain several new files including a text file with phrase &amp;quot;world_gen_param&amp;quot; in its name. That is the one people want. As before, copy or email the file or its contents to whatever purpose was intended.&lt;br /&gt;
&lt;br /&gt;
During adventure play, the &amp;quot;export local image&amp;quot; function is not available. If this is the case, it is necessary to make a copy of the save. From the Dwarf Fortress root directory, navigate to &amp;quot;data/save&amp;quot;. From there, locate the folder with the region name to export parameters of, and copy the entire folder. Then, paste the folder into the same &amp;quot;data/save&amp;quot; directory. Now, navigate to dwarf fortress and load the region with the name &amp;quot;Copy of ...&amp;quot; or &amp;quot;... copy&amp;quot; or the like, and retire or starve the adventurer. Then, load the same copy in Legends mode and press {{k|P}} to export the same &amp;quot;world_gen_param&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
After these processes, the extra files in the Dwarf Fortress root directory can be safely deleted. Addtionally, after the adventure strategy, the copy of the region can also be deleted.&lt;br /&gt;
&lt;br /&gt;
===Import===&lt;br /&gt;
Open your Dwarf Fortress root directory, go to Data, then Init. Open the text file called &amp;quot;world_gen.txt&amp;quot;. Copy/Paste the parameters given to the bottom of that file. Make sure to save and close the file.&lt;br /&gt;
&lt;br /&gt;
Next, open Dwarf Fortress. Go to &amp;quot;Design New World with Advanced Parameters&amp;quot;. Worlds that you have parameters for are listed by title on the right. Choose your newly acquired world from the list and hit enter. Note that this process may take a while.&lt;br /&gt;
&lt;br /&gt;
==Save==&lt;br /&gt;
The [[Saved game folder|save folder]] contains all the information on your world, and all the things you have done to it since you started playing. Use this if you want to share your actual fortress or adventure rather than just the pristine unplayed world, or if the world has already been played in and the previous fortresses or adventures are important for the purpose. Moving save folders around is also a useful way to back up your games while keeping clutter to a minimum in the Continue Game menu.&lt;br /&gt;
&lt;br /&gt;
Additionally, moving the world by save preserves all mods and [[Graphics set repository|graphics]]. Therefore, this may be the preferred method when the world is based on a modded game. Moving the world in this way is also significantly easier than by seed, but it may take up more disk space and will be harder to transfer.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
Your saved game is located in your Dwarf Fortress folder inside the &amp;quot;data/save&amp;quot; folder. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a &amp;quot;current&amp;quot; folder. The &amp;quot;current&amp;quot; folder is used to track the changes to the active world while Dwarf Fortress is running; it is not important unless Dwarf Fortress is open, and can safely be deleted otherwise.&lt;br /&gt;
&lt;br /&gt;
===Export===&lt;br /&gt;
Upload the entire save folder (preferably compressed) to your favorite file host, or better yet to the [http://dffd.wimbli.com Dwarf Fortress File Depot].&lt;br /&gt;
&lt;br /&gt;
===Import===&lt;br /&gt;
Simply drop the other person's save folder in the &amp;quot;data/save&amp;quot;, and the game can be played.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cave_spider&amp;diff=176808</id>
		<title>v0.34:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cave_spider&amp;diff=176808"/>
		<updated>2012-08-12T09:41:53Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Farming Silk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:39, 13 May 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cave spiders''' are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' cats, dwarves and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, caverns and most underground areas.  They are extremely dangerous as they feel no pain and thus cannot be stunned, can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are not a rarity with dozens present in the underground caverns, deep below the surface.  They can be extremely hard to kill. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching excercise.&lt;br /&gt;
&lt;br /&gt;
Webs can be quite a boon to a fortress, when they aren't being used in a direct attack. Giant cave spider [[silk]] is worth much more than ordinary [[cloth]] and, given the proper setup and victims, can be produced in endless amounts. &lt;br /&gt;
&lt;br /&gt;
If you see one in adventure mode, an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are ''not'' to be engaged in melee by a lone dwarf, especially if its armor is lacking. If the attacked dwarf is fully armored, then it will eventually die of hunger or thirst. Even a legendary axedwarf will be unable to do anything, due to the immobilizing webs and subsequent deadly bite. You may attempt to flank a giant cave spider with two melee dwarves, one serving as bait and the other killing the giant cave spider, but it is not a foolproof tactic and you will probably lose one or two dwarves. Marksdwarves, cage traps, and weapon traps are better.&lt;br /&gt;
&lt;br /&gt;
Despite being regular animals, giant cave spiders are arguably much more dangerous than all of the semimegabeasts and can kill (or at least knock unconscious) any single blooded, non-armored, melee attacker with ease, including rocs and cave dragons and anything in the caverns.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is ultimately fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly with complete paralysis at phase 5 (360 seconds) and death usually occurs at around 1300 seconds.&lt;br /&gt;
&lt;br /&gt;
Due to the spider only attacking the head of a webbed dwarf, a pair of dwarves with steel helmets and weapons is more than a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the [[cavern]]s and lining it with cage traps may eventually work, a much more effective method is to take advantage of one peculiar behavior of [[building destroyer]]s: simply build a '''[[wood]]en''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough mechanisms, cages and dwarfpower to spare, cage trap all of the cavern exits. If you are extremely lucky, a migrant will arrive with an already tamed GCS. Be aware that since they lack a [CHILD] tag, giant cave spiders will not breed.&lt;br /&gt;
&lt;br /&gt;
==Farming Silk==&lt;br /&gt;
Several setups have been devised to harvest giant cave spider silk in large quantities. Working silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The spider must be aggressive toward its bait.  Tame spiders are aggressive toward invaders, while wild spiders are aggressive toward tame animals. Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The spider must not be able to reach its bait; if it can, the bait (or spider) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;.&lt;br /&gt;
# Web collection cannot occur in sight of wild animals or invaders; either the spider or its bait will interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
One design is as follows:&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═══════════╗&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
║+++++++++++╣&lt;br /&gt;
[#0FF][#088]X++++++[#080]╞[#080]═[#080]═[#080]═[#080]╡║&lt;br /&gt;
║++++++[#080]╥[#F00]╬[#F00]╬[#F00]╬[#F00]╬║&lt;br /&gt;
║++++++[#080]║[#F00]╬g[#F00]╬S║&lt;br /&gt;
║++++++[#080]╨[#F00]╬[#F00]╬[#F00]╬[#F00]╬║&lt;br /&gt;
[#0FF][#088]X++++++[#080]╞[#080]═[#080]═[#080]═[#080]╡║&lt;br /&gt;
║+++++++++++╣&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
╚═══════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 11x11).&lt;br /&gt;
# Channel out the &amp;quot;S&amp;quot; square and the &amp;quot;g&amp;quot; square and build retracting bridges over the gaps. Link these bridges to a lever and place a cage trap underneath whichever square will eventually hold the hostile creature. Separate levers for each bridge may also be used. Do not use any creatures with a size of over 1,000,000 as bait! The weight of these creatures will jam the bridge in place. This step is optional, and allows a creature or corpse to be removed from the silk farm and either repositioned or recaptured without military involvement.&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s.&lt;br /&gt;
# Build the 3 green [[bridge]]s, all raising lengthwise to form long walls.&lt;br /&gt;
# Construct a [[lever]] somewhere convenient in your fortress and link it to the 3 bridges.&lt;br /&gt;
# Build one of the 2 [[floodgate]]s and link it to the lever. Pull the lever to open the floodgate and allow access to the room, then build the second floodgate and link it to the lever. Pull the lever until both floodgates are closed.&lt;br /&gt;
# Using a pit/pond [[activity zone]] on the Z-level above, drop a tame giant cave spider into the gray &amp;quot;S&amp;quot; square and a hostile creature (such as a goblin) into the gray &amp;quot;g&amp;quot; square. Alternatively, use a hostile spider and a tame creature - the main concern is that the spider must be hostile toward its target.&lt;br /&gt;
&lt;br /&gt;
At this point, the spider will begin blasting the bait creature with webs, and most of the webs will fly through the fortifications and land on the floor to the left. Once enough webs have accumulated, pull the lever to open the chamber for collection and raise the 3 bridges. These bridges enclose both spider and bait, and while the spider will continue to web the bait this does not cause the same lag as the old door method.&lt;br /&gt;
&lt;br /&gt;
Silk can be farmed just as easily from a wild spider with a few changes.  Domesticated pets can be used in place of goblins for wild spider, but avoid grazers; other animals may need to be replaced when they die of old age.  It's recommended that you place a backup cage trap to reposition the spider if your first design doesn't meet your needs, but remember that should any webbing fall on the cage trap, it will trap your dwarves as easily as it will the spider.  Wild spiders can be placed via lever-controlled deconstructing cage (which would have to be placed inside the chamber prior to building the fortifications).&lt;br /&gt;
&lt;br /&gt;
Note that tame spiders are hostile to wild animals. This means that you can use a benign wild animal, such as a grasshopper man or a large rat, as a bait animal, instead of a hostile creature like a goblin. Dwarfs are not as frightened of wild animals as they are of hostiles, and this can make the shutter bridges and surrounding walls entirely unnecessary--the weaver can simply walk up to the webs as the spider shoots them. This may cause the occasional cancel spam when an errant web hits the weaver directly, but there is no real danger.&lt;br /&gt;
&lt;br /&gt;
==Live training==&lt;br /&gt;
:''Main article: [[Live training]]''&lt;br /&gt;
&lt;br /&gt;
Pit an entirely metal-armored dwarf (the metal used seems to be unimportant) against a wild giant cave spider. Enjoy as the dwarf gets webbed, then the GCS attempts to bite the dwarf, but fails due to armor.&lt;br /&gt;
&lt;br /&gt;
As it will never attempt any other attack, the GCS will keep biting metal, fail to injure the dwarf, and each attack will train your dwarf in armor using far faster than training or sparring.&lt;br /&gt;
&lt;br /&gt;
As you probably don't want to kill something as rare and precious as a giant cave spider for just training armor user on a dwarf, you may want to set the training area on a lever-linked bridge, then pull the lever and fling/let fall the GCS on cage traps, therefore separating harmlessly the dwarf and the GCS.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=176433</id>
		<title>v0.34:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=176433"/>
		<updated>2012-08-06T20:40:01Z</updated>

		<summary type="html">&lt;p&gt;Doublestrafe: /* Acquiring Alcohol for your Dwarves */ Tweaked for accuracy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of [[dwarves]]; a dwarf will drink booze an average of four times per [[calendar|season]], and without it they will soon become [[thought|unhappy]]. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a [[preferences|favorite drink]], selected at first randomly from all possible alcoholic beverages, but new types of booze may become preferred as they are discovered.&lt;br /&gt;
&lt;br /&gt;
Note that setting booze on [[fire]] will ''not'' cause it to explode (nor has it ever done so) - however, exposing it to high [[temperature]]s '''will''' cause it to boil away (and the wooden [[barrel]]s themselves can also be set on fire).&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, one of which is only available before embark.&lt;br /&gt;
*At [[embark]], alcohol may be purchased with embark points.&lt;br /&gt;
*[[Trading|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]], a [[barrel]] or [[large pot]], and a brewable item, such as certain plants or honey.&lt;br /&gt;
**Brewable plants are most commonly grown in a [[farm plot]]. Most [[crops]] can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also [[Plant gathering|gather plants]] and brew them at a [[still]] in the same way you would with [[crops]]; they can also be purchased from [[trading|traders]].&lt;br /&gt;
**[[Honey]], which is acquired through [[beekeeping industry|beekeeping]], can be brewed into mead, the only form of alcohol that is not plant-based.&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
:''He has been tired of drinking the same old booze lately.''&lt;br /&gt;
&lt;br /&gt;
Variety in booze keeps away unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If a dwarf drinks the same old booze over and over, he will eventually get a bad thought from 'drinking the same old booze lately.', unless that dwarf has a preference for that type of booze.  A dwarf who likes a type of booze will never get tired of drinking it.&lt;br /&gt;
&lt;br /&gt;
Lack of variety causes bad thoughts, but will never cause a dwarf to stop drinking.  Even after years of drinking a booze they don't like, a dwarf will never prefer water or dying of thirst to drinking the same old booze.  You can therefore keep a fortress alive on only one type of booze so long as you have enough good thoughts to offset the bad thought from lack of booze variety.&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
Any creature with the [ALCOHOL_DEPENDENT] [[creature token|token]], dwarves included, will suffer performance penalties as a result of being deprived of alcohol. This manifests as a loss of [[speed]] in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort (unless you're a cruel overlord and/or want to have [[Fun]]).&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thought]]s from thirst.&lt;br /&gt;
&lt;br /&gt;
Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grown Outside ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Honey]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Doublestrafe</name></author>
	</entry>
</feed>