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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Egregius</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-06T03:16:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dungeon_Master&amp;diff=117935</id>
		<title>v0.31 Talk:Dungeon Master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dungeon_Master&amp;diff=117935"/>
		<updated>2010-06-10T22:44:40Z</updated>

		<summary type="html">&lt;p&gt;Egregius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dungeon master does not arrive with baron if you promote from within; should I discover this one, I'll update the information.  In the mean time, please do the same.&lt;br /&gt;
&lt;br /&gt;
Re: above; haven't had the DM yet, though I've been a barony for several years. Those electing to become part of the realm may be missing out. Also there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677 outstanding bug] with training exotic animals that may be related.--[[User:Egregius|Egregius]] 13:37, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
RE: Recently gained DM from an immigrant wave, I only have around 50 population, and no baron as of current. A baron did not appear with the immigrants. --[[User:Eldybell|eldybell]]&lt;br /&gt;
&lt;br /&gt;
RE:Re: What version did you use?--[[User:Egregius|Egregius]] 22:44, 10 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jabberer&amp;diff=115439</id>
		<title>v0.31 Talk:Jabberer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jabberer&amp;diff=115439"/>
		<updated>2010-05-26T00:08:10Z</updated>

		<summary type="html">&lt;p&gt;Egregius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had one butchered after a siege. It yielded 150 meat, 30 fat, 25 prepared intestines, 16 prepared lung, 8 tripe, 8 chopped liver, 8 prepared kiddney, 8 prepared brain, 4 sweatbread, 4 prepared spleen, 4 prepared heart, 2 eyes, 62 bones, 2 feathers, 1 beak, 1 skull, 1 skin, 1 nail. --[[User:Iffonox|Iffonox]] 16:00, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this still be a stub? It has raws, butchering info, gameplay info, and links. --[[User:Illeist|Illeist]] 20:59, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm, my butcher is info is slightly different, unless some dorfs ate part of the results: 2 eye, 14 lung, 3 heart, 22 intestines, 7 liver, 3 sweetbread, feather, nail, nervous tissue, skull, 55 bone. Fat/meat prolly got transported.--[[User:Egregius|Egregius]] 00:08, 26 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=111335</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=111335"/>
		<updated>2010-05-18T20:08:41Z</updated>

		<summary type="html">&lt;p&gt;Egregius: /* Summary */ fixed cages link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (neglible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on embark. And since version 0.31.03 you can decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with for example one bull and 3 cows. However, with the exception of cats and dogs, buying animals on embark is extremely expensive, therefore this may not be a smart move. You also get 2 random {{L|Domestic animal|draft animals}} for free that drag your wagon, though these are rarely a breeding pair &amp;lt;sup&amp;gt;(is this still true?)&amp;lt;/sup&amp;gt;. These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally interesting for defense purposes. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your {{L|leather worker|leather workers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
(untested by article starter, so please  {{verify}})&lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}, and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldier|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, &amp;amp;c. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes {{L|restrain|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon_Master|Dungeon Master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates, I think, and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the butcher's shop or in a refuse stockpile.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage and hair have no use and should be disposed of (note that hair doesn't rot), but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}.  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into {{L|soap|soap}}. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldier|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldier|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=109877</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=109877"/>
		<updated>2010-05-14T20:10:46Z</updated>

		<summary type="html">&lt;p&gt;Egregius: /* Meat and fat */  actually it's better without that subsentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (neglible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on embark. And since version 0.31.03 you can decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with for example one bull and 3 cows. However, with the exception of cats and dogs, buying animals on embark is extremely expensive, therefore this may not be a smart move. You also get 2 random {{L|Domestic animal|draft animals}} for free that drag your wagon, though these are rarely a breeding pair &amp;lt;sup&amp;gt;(is this still true?)&amp;lt;/sup&amp;gt;. These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally interesting for defense purposes. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your {{L|leather worker|leather workers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
(untested by article starter, so please  {{verify}})&lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}, and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, &amp;amp;c. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes {{L|restrain|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon_Master|Dungeon Master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates, I think, and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the butcher's shop or in a refuse stockpile.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage and hair have no use and should be disposed of (note that hair doesn't rot), but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}.  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into {{L|soap|soap}}. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=109876</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=109876"/>
		<updated>2010-05-14T20:09:41Z</updated>

		<summary type="html">&lt;p&gt;Egregius: /* Meat and fat */  forgot a bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (neglible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on embark. And since version 0.31.03 you can decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with for example one bull and 3 cows. However, with the exception of cats and dogs, buying animals on embark is extremely expensive, therefore this may not be a smart move. You also get 2 random {{L|Domestic animal|draft animals}} for free that drag your wagon, though these are rarely a breeding pair &amp;lt;sup&amp;gt;(is this still true?)&amp;lt;/sup&amp;gt;. These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally interesting for defense purposes. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your {{L|leather worker|leather workers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
(untested by article starter, so please  {{verify}})&lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}, and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, &amp;amp;c. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes {{L|restrain|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon_Master|Dungeon Master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates, I think, and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the butcher's shop or in a refuse stockpile.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage and hair have no use and should be disposed of (note that hair doesn't rot), but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}.  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into {{L|soap|soap}} (with {{L|lye|lye}}). Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=109758</id>
		<title>v0.31 Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=109758"/>
		<updated>2010-05-14T01:43:44Z</updated>

		<summary type="html">&lt;p&gt;Egregius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far as I can tell, there haven't been dramatic changes for the meat industry, save these:&lt;br /&gt;
&lt;br /&gt;
-slaughtering animals produces loads more 'results' thanks in part to the new tissue system; prepared kidneys, brains etc. And the as of now useless cartilage.&lt;br /&gt;
&lt;br /&gt;
-killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list.&lt;br /&gt;
&lt;br /&gt;
-On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.&lt;br /&gt;
&lt;br /&gt;
Minor changes:&lt;br /&gt;
Producing soap from tallow has to be done through the manager (u-&amp;gt;m-&amp;gt;q-&amp;gt;'soap').&lt;br /&gt;
And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.&lt;br /&gt;
&lt;br /&gt;
So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.--[[User:Egregius|Egregius]] 19:08, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Started the article by copying and editing the old one. I haven't done hunting yet, so someone needs to check that. Also the article could use some editing methinks.--[[User:Egregius|Egregius]] 01:43, 14 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=109755</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=109755"/>
		<updated>2010-05-14T01:40:24Z</updated>

		<summary type="html">&lt;p&gt;Egregius: Started the article, but needs some work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (neglible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on embark. And since version 0.31.03 you can decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with for example one bull and 3 cows. However, with the exception of cats and dogs, buying animals on embark is extremely expensive, therefore this may not be a smart move. You also get 2 random {{L|Domestic animal|draft animals}} for free that drag your wagon, though these are rarely a breeding pair &amp;lt;sup&amp;gt;(is this still true?)&amp;lt;/sup&amp;gt;. These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally interesting for defense purposes. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your {{L|leather worker|leather workers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
(untested by article starter, so please  {{verify}})&lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}, and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, &amp;amp;c. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes {{L|restrain|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon_Master|Dungeon Master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates, I think, and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the butcher's shop or in a refuse stockpile.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage and hair have no use and should be disposed of (note that hair doesn't rot), but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}.  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abbatoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into {{L|soap|soap}} (with {{L|lye|lye}}. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dungeon_Master&amp;diff=102287</id>
		<title>v0.31 Talk:Dungeon Master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dungeon_Master&amp;diff=102287"/>
		<updated>2010-05-02T13:37:10Z</updated>

		<summary type="html">&lt;p&gt;Egregius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dungeon master does not arrive with baron if you promote from within; should I discover this one, I'll update the information.  In the mean time, please do the same.&lt;br /&gt;
&lt;br /&gt;
Re: above; haven't had the DM yet, though I've been a barony for several years. Those electing to become part of the realm may be missing out. Also there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677 outstanding bug] with training exotic animals that may be related.--[[User:Egregius|Egregius]] 13:37, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=100593</id>
		<title>v0.31 Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=100593"/>
		<updated>2010-04-28T19:08:59Z</updated>

		<summary type="html">&lt;p&gt;Egregius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far as I can tell, there haven't been dramatic changes for the meat industry, save these:&lt;br /&gt;
&lt;br /&gt;
-slaughtering animals produces loads more 'results' thanks in part to the new tissue system; prepared kidneys, brains etc. And the as of now useless cartilage.&lt;br /&gt;
&lt;br /&gt;
-killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list.&lt;br /&gt;
&lt;br /&gt;
-getting bones from corpses is possible through 'butcher dead animal' at the butchery workshop (or is this the same as the previous version?).&lt;br /&gt;
&lt;br /&gt;
-On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.&lt;br /&gt;
&lt;br /&gt;
Minor changes:&lt;br /&gt;
Kitchen does 'auto render fat' now, and producing soap from tallow has to be done through the manager (u-&amp;gt;m-&amp;gt;q-&amp;gt;'soap').&lt;br /&gt;
Also: auto-butcher and auto-fish cleaning. (Or same?)&lt;br /&gt;
And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.&lt;br /&gt;
&lt;br /&gt;
So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.--[[User:Egregius|Egregius]] 19:08, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=100592</id>
		<title>v0.31 Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meat_industry&amp;diff=100592"/>
		<updated>2010-04-28T19:08:12Z</updated>

		<summary type="html">&lt;p&gt;Egregius: My observations regarding the changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far as I can tell, there haven't been dramatic changes for the meat industry, save these:&lt;br /&gt;
-slaughtering animals produces loads more 'results' thanks in part to the new tissue system; prepared kidneys, brains etc. And the as of now useless cartilage.&lt;br /&gt;
-killing animals through your military has become slightly easier, once you've managed to equip and train your dwarfs, by designating animals to kill for your squads with your cursor, an area designation or from a list.&lt;br /&gt;
-getting bones from corpses is possible through 'butcher dead animal' at the butchery workshop (or is this the same as the previous version?).&lt;br /&gt;
-On the embark screen, you can select how many female and male creatures you want instead of being stuck with 50%.&lt;br /&gt;
&lt;br /&gt;
Minor changes:&lt;br /&gt;
Kitchen does 'auto render fat' now, and producing soap from tallow has to be done through the manager (u-&amp;gt;m-&amp;gt;q-&amp;gt;'soap').&lt;br /&gt;
Also: auto-butcher and auto-fish cleaning. (Or same?)&lt;br /&gt;
And: elven traders bring much more exotic pets now, though I haven't got them to breed yet. Elven caravans are bugged anyway (as in: they bring way too much stuff sometimes), so that will probably be fixed.&lt;br /&gt;
&lt;br /&gt;
So far leatherworing, slaughtering animals, cage traps and breeding work the same. I suspect Pens and hunting do too.&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=100459</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=100459"/>
		<updated>2010-04-28T05:11:31Z</updated>

		<summary type="html">&lt;p&gt;Egregius: /* Stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**Known bug that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
::I would reword that as &amp;quot;uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be&amp;quot; :)&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
::The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze. --[[User:Greycat|Greycat]] 00:24, 26 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making task is missing from the workshop. Issuing work order through the manager does work.&lt;br /&gt;
&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
*When told to make Shell Crafts, your craft dwarf will go through the action of making something, but no product will be produced.--[[Special:Contributions/216.93.146.229|216.93.146.229]] 20:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, sculls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
**Not necessarily.  Has been seen to ignore all metal bars, ores, other rock, and rock blocks, all at once. --[[User:Aescula|Aescula]] 09:01, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
***Actually, dead creatures/humans and butchered animals DO rot.--[[User:Egregius|Egregius]] 05:11, 28 April 2010 (UTC)&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
* There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
*Dwarves will sometimes equip two weapons in the same hand, this seems to cause them to be unable to attack with either weapon. --[[User:Fransbal|Fransbal]] 13:46, 16 April 2010 (UTC)&lt;br /&gt;
:I found the problem too be related to the right hand, dwarfs would equip 2 shields and 2 axes in one right hand. think it might be caused when dwarf upgrades previous right hand weapon to a better one. It grabs the improved weapon but it doesnt drop the old one. After that they just keep grabbing new items.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. &amp;lt;s&amp;gt;(Resolved as of 0.31.02)&amp;lt;/s&amp;gt; Still unable to cook quarry bush leaves in 0.31.03, leaves do not show up in Status &amp;gt; Kitchen list. Tested in multiple worlds and on multiple computers.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
'''When a new mayor is appointed, all your nobles spots will come back.  To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).'''&lt;br /&gt;
&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
::Fourthed.  Also it's been 3 full years since the tragedy happened and still no new mayor nor any other positions opened up.  Not knowing how much anything is worth is a painful way to play.  But its fun!  EDIT:  Recieved a mayor after 4 years (1 year after my population reached &amp;gt;50) and the noble positions opened up again.&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
:Seconded, my old mayor is still considered a mayor, even though I have a new one.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
*Not sure how many got this, but all military dwarves show as masons.&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Esc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
:On Linux, I wrote a tiny script that backus the saves each time before the start of the game. Never a problem.&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
:Is this already fixed? Adamantine items seem not affected and steel greaves need 2 bars.&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29495</id>
		<title>40d Talk:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29495"/>
		<updated>2009-01-29T21:09:35Z</updated>

		<summary type="html">&lt;p&gt;Egregius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thought we could start posting any significant information or events related to the philosopher arriving, in an attempt to work out what causes it. The philosopher arrived for me in the first migrant wave after breaking 110 population, in the spring of my 4th year. Fortress wealth was 124879, and one of my Axe Lords had just become a Champion. Nothing else significant occured between that migrant wave and the previous one. --[[User:TangoThree|TangoThree]] 14:46, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In the previous version the philosopher came when you hit 100 dwarves.  The philosopher came when I hit 100 in this version too.  [[User:Bouchart|Bouchart]] 15:30, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this. I had 101 Dwarves, and the next immigrant wave did not include the philosopher. [[User:Drahflow|Drahflow]] 15:23, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this either. I have 106 Dwarves and with this immigration arriving just after an Elf caravan left a Wise man arrived. I can think of nothing I've recently done that may have triggered it either. [[User:Khimaera_UK|Khimaera_UK]] 14:29, 27th December 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
My philosopher just showed up.  He showed up by himself with no other immigrants.  I had 100+ dwarves, but tragedy struck (quite a bit) a couple seasons ago, and now I only have 93. [[User:Holyfool|Holyfool]] 13:40, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
My first encounter with a Philosopher; pop 127 (has been &amp;gt;120 since the last immigration, raised again more recently by several births). Created wealth: 516819, imported: 336914, exported: 24047. -- [[User:Raumkraut|Raumkraut]] 20:35, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was in middle of trading with the elves when my philosopher came (Just now). But before the elves came, I was working on a sorting scheme to dispose of the elves as 'CrazyMcfobo Absolutely detests elves' My wealth was well over a million, and populating is just over 100.--[[User:CrazyMcfobo|CrazyMcfobo]] 17:20, 10 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
He came to mine when my population hit 133. I have about 20 military dwarves, half of which are currently in the guard. I also had plenty of jail and bedroom space. I had a Imported Wealth of 393,564*, and 816 seeds. I also had 19 farmers and 12 craftsdwarves... but apart from that there isnt really a lot more to say. Seems to come at high population counts.&lt;br /&gt;
&lt;br /&gt;
I have recieved the Philosopher with a population of just 99, although I have had population levels higher in the past. The Philosopher came in spring, just after I had annoyed the Elves with an ash amulet that accidently slipped into my export. Rest of stats as follows: Created Wealth: 1250863 Imported Wealth: 820901 Exported Wealth: 22041. Of note perhaps is that earlier in the spring I gained another legendary dwarf, bringing the count of legendarys up to 17, another 7 legendarys are dead--[[User:ArkTane|ArkTane]] 19:22, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arrival - Population:130 ; Created wealth:1,575,988 ; Food stores:9,290 (seeds:2433, drink:3105, other:3208) ; 13 legendary dwarves ; 6 royal guard, 13 fortress guard, 2 elite wrestlers ; 10 noble positions w/ 8 nobles, not counting philosopher ; 9 artifacts ; mid-spring arrival. --[[User:Mattmoss|Mattmoss]] 17:44, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arrival - Population:108 ; Created Wealth 897,805 ; Food stores:1082 ; 3 nobles aside from philosopher ; 7 artifacts ; mid-spring arrival. Just prior to the philosopher's arrival, I started my glass industry, built some windows, installed them around a lake, and channeled out the wall between the lake and the windows making a useless and big aquarium. Maybe the philosopher appreciates wastes of time? [[User:Lungfish|Lungfish]]&lt;br /&gt;
&lt;br /&gt;
Arrival mid spring - population 161 ; Created wealth 800k+ ; foodstores probably 5k+ ; 6 nobles including duke/duchess, hammerer, DM, tax collector and I had the King Incoming for a couple of seasons(the baron kept being promoted every season before that) ; 2 royal guard, 8 fortress guard ; I had every industry long underway ; my tax collector got more experienced; 7 artifacts. I had been at pop 100+ for a significant time so I assumed it had to do with the king being incoming. I had the first managerial job completed that season. --[[User:Egregius|Egregius]] 14:30, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==URGENT!! PHILOSOPHER DOING WORK!!==&lt;br /&gt;
&lt;br /&gt;
I was just looking around my fort when a noble (i thought it was my mayor) started demolishing a wall. Then when i looked closer it turned out to be my philosopher!!! I took a screenshot but I don't know how to upload it here. Can someone tell me how? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:14, 23 October 2008 (EDT)&lt;br /&gt;
:It might be that deconstructiong walls is an all-dwarf adults-only task, which is rare to see. --[[User:GreyMario|GreyMaria]] 01:04, 23 October 2008 (EDT)&lt;br /&gt;
:: AFAIK, Deconstruction is indeed an all-dwarf task. I'm pretty sure I saw a kid doing it. Kids will also work in the fields, so I suspect Philsophers will also harvest. --[[User:RomeoFalling|RomeoFalling]] 01:35, 23 October 2008 (EDT)&lt;br /&gt;
:::I've definitely seen children deconstructing walls.  They love nothing else more, it seems, even though they take ages and ages to do it.  Making a 'playpen' of walls for them to knock down can be a nice way to keep children inside in dangerous times, though excluding adult dwarfs from it can be a problem. --[[User:Corona688|Corona688]] 13:31, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Upload file&amp;quot;, left side of your screen.  But you don't need to show us a screenshot in this case; nobles working is a known phenomenon, outlined at [[labor]].  &amp;quot;Remove construction&amp;quot; was missing from the list there, though, so it's good you brought it up.--[[User:Maximus|Maximus]] 03:22, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Philospher is currently Trading at Depot   I'm impressed...--[[User:Loganis|Loganis]] 01:54, 1 December 2008 (EST)&lt;br /&gt;
:I've actually found that if I turn off &amp;quot;Only Broker Can Trade&amp;quot; (generally because my broker insists on drinking, sleeping, or breaks rather than actually trading), the Nobles are the people who pick up the job nine times out of ten. Which kind of makes sense, since they don't really do any other work, leaving them free to pick up the suddenly available job. -[[User:Fuzzy|Fuzzy]] 08:47, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Has anyone ever seen children do trading, or just nobles?--[[User:Maximus|Maximus]] 10:00, 1 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29494</id>
		<title>40d Talk:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Philosopher&amp;diff=29494"/>
		<updated>2009-01-28T19:30:06Z</updated>

		<summary type="html">&lt;p&gt;Egregius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thought we could start posting any significant information or events related to the philosopher arriving, in an attempt to work out what causes it. The philosopher arrived for me in the first migrant wave after breaking 110 population, in the spring of my 4th year. Fortress wealth was 124879, and one of my Axe Lords had just become a Champion. Nothing else significant occured between that migrant wave and the previous one. --[[User:TangoThree|TangoThree]] 14:46, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In the previous version the philosopher came when you hit 100 dwarves.  The philosopher came when I hit 100 in this version too.  [[User:Bouchart|Bouchart]] 15:30, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this. I had 101 Dwarves, and the next immigrant wave did not include the philosopher. [[User:Drahflow|Drahflow]] 15:23, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I cannot confirm this either. I have 106 Dwarves and with this immigration arriving just after an Elf caravan left a Wise man arrived. I can think of nothing I've recently done that may have triggered it either. [[User:Khimaera_UK|Khimaera_UK]] 14:29, 27th December 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
My philosopher just showed up.  He showed up by himself with no other immigrants.  I had 100+ dwarves, but tragedy struck (quite a bit) a couple seasons ago, and now I only have 93. [[User:Holyfool|Holyfool]] 13:40, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
My first encounter with a Philosopher; pop 127 (has been &amp;gt;120 since the last immigration, raised again more recently by several births). Created wealth: 516819, imported: 336914, exported: 24047. -- [[User:Raumkraut|Raumkraut]] 20:35, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was in middle of trading with the elves when my philosopher came (Just now). But before the elves came, I was working on a sorting scheme to dispose of the elves as 'CrazyMcfobo Absolutely detests elves' My wealth was well over a million, and populating is just over 100.--[[User:CrazyMcfobo|CrazyMcfobo]] 17:20, 10 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
He came to mine when my population hit 133. I have about 20 military dwarves, half of which are currently in the guard. I also had plenty of jail and bedroom space. I had a Imported Wealth of 393,564*, and 816 seeds. I also had 19 farmers and 12 craftsdwarves... but apart from that there isnt really a lot more to say. Seems to come at high population counts.&lt;br /&gt;
&lt;br /&gt;
I have recieved the Philosopher with a population of just 99, although I have had population levels higher in the past. The Philosopher came in spring, just after I had annoyed the Elves with an ash amulet that accidently slipped into my export. Rest of stats as follows: Created Wealth: 1250863 Imported Wealth: 820901 Exported Wealth: 22041. Of note perhaps is that earlier in the spring I gained another legendary dwarf, bringing the count of legendarys up to 17, another 7 legendarys are dead--[[User:ArkTane|ArkTane]] 19:22, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arrival - Population:130 ; Created wealth:1,575,988 ; Food stores:9,290 (seeds:2433, drink:3105, other:3208) ; 13 legendary dwarves ; 6 royal guard, 13 fortress guard, 2 elite wrestlers ; 10 noble positions w/ 8 nobles, not counting philosopher ; 9 artifacts ; mid-spring arrival. --[[User:Mattmoss|Mattmoss]] 17:44, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Arrival - Population:108 ; Created Wealth 897,805 ; Food stores:1082 ; 3 nobles aside from philosopher ; 7 artifacts ; mid-spring arrival. Just prior to the philosopher's arrival, I started my glass industry, built some windows, installed them around a lake, and channeled out the wall between the lake and the windows making a useless and big aquarium. Maybe the philosopher appreciates wastes of time? [[User:Lungfish|Lungfish]]&lt;br /&gt;
&lt;br /&gt;
Arrival mid spring - population 161 ; Created wealth 800k+ ; foodstores massive (how do you easily check?) ; 6 nobles including duke/duchess, hammerer, DM, tax collector and I had the King Incoming for a couple of seasons(the baron kept being promoted every season before that) ; 2 royal guard, 8 fortress guard ; I had every industry long underway ; my tax collector got more experienced; 7 artifacts. I had been at pop 100+ for a significant time so I assumed it had to do with the king being incoming. I had the first managerial job completed that season. --[[User:Egregius|Egregius]] 14:30, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==URGENT!! PHILOSOPHER DOING WORK!!==&lt;br /&gt;
&lt;br /&gt;
I was just looking around my fort when a noble (i thought it was my mayor) started demolishing a wall. Then when i looked closer it turned out to be my philosopher!!! I took a screenshot but I don't know how to upload it here. Can someone tell me how? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:14, 23 October 2008 (EDT)&lt;br /&gt;
:It might be that deconstructiong walls is an all-dwarf adults-only task, which is rare to see. --[[User:GreyMario|GreyMaria]] 01:04, 23 October 2008 (EDT)&lt;br /&gt;
:: AFAIK, Deconstruction is indeed an all-dwarf task. I'm pretty sure I saw a kid doing it. Kids will also work in the fields, so I suspect Philsophers will also harvest. --[[User:RomeoFalling|RomeoFalling]] 01:35, 23 October 2008 (EDT)&lt;br /&gt;
:::I've definitely seen children deconstructing walls.  They love nothing else more, it seems, even though they take ages and ages to do it.  Making a 'playpen' of walls for them to knock down can be a nice way to keep children inside in dangerous times, though excluding adult dwarfs from it can be a problem. --[[User:Corona688|Corona688]] 13:31, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Upload file&amp;quot;, left side of your screen.  But you don't need to show us a screenshot in this case; nobles working is a known phenomenon, outlined at [[labor]].  &amp;quot;Remove construction&amp;quot; was missing from the list there, though, so it's good you brought it up.--[[User:Maximus|Maximus]] 03:22, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Philospher is currently Trading at Depot   I'm impressed...--[[User:Loganis|Loganis]] 01:54, 1 December 2008 (EST)&lt;br /&gt;
:I've actually found that if I turn off &amp;quot;Only Broker Can Trade&amp;quot; (generally because my broker insists on drinking, sleeping, or breaks rather than actually trading), the Nobles are the people who pick up the job nine times out of ten. Which kind of makes sense, since they don't really do any other work, leaving them free to pick up the suddenly available job. -[[User:Fuzzy|Fuzzy]] 08:47, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Has anyone ever seen children do trading, or just nobles?--[[User:Maximus|Maximus]] 10:00, 1 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Egregius</name></author>
	</entry>
</feed>