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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ellindsey</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ellindsey"/>
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	<updated>2026-06-02T17:42:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Rope&amp;diff=171691</id>
		<title>v0.34:Rope</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Rope&amp;diff=171691"/>
		<updated>2012-05-15T15:17:13Z</updated>

		<summary type="html">&lt;p&gt;Ellindsey: Removed unsubstantiated and apparently false claim about creatures hanging on ropes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:26, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ropes''' are created at the [[clothier's shop]] with one [[cloth]], using the [[clothier]] [[skill]] and are stored in finished goods [[stockpile]]s. They are used in the construction of [[Health care#Broken bones|traction benches]], [[well]]s, and [[restraint]]s ({{k|b}} + {{k|v}}). Ropes are listed under the 'chains' heading in the z-stocks menu.&lt;br /&gt;
&lt;br /&gt;
It is sometimes recommended to take a rope with you at embark, so the construction of a well can be undertaken quickly.&lt;/div&gt;</summary>
		<author><name>Ellindsey</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Chain&amp;diff=171690</id>
		<title>v0.34:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Chain&amp;diff=171690"/>
		<updated>2012-05-15T15:15:22Z</updated>

		<summary type="html">&lt;p&gt;Ellindsey: Removed unsubstantiated and apparently false claim about creatures hanging on chains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:35, 12 August 2010 (UTC)}}{{av}}'''Chains''' are created at the [[metalsmith's forge]] with one [[metal]] [[bar]] (or four [[adamantine]] wafers), using the [[metal crafter|metal craft]] [[skill]] (but are found listed under &amp;quot;Furniture&amp;quot; and not &amp;quot;other objects&amp;quot; in that menu).&lt;br /&gt;
&lt;br /&gt;
They are used in [[Traction_bench#Traction_Benches|traction benches]], [[well]]s and [[restraint]]s.&lt;/div&gt;</summary>
		<author><name>Ellindsey</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cook&amp;diff=155010</id>
		<title>v0.31 Talk:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cook&amp;diff=155010"/>
		<updated>2011-12-01T18:19:29Z</updated>

		<summary type="html">&lt;p&gt;Ellindsey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Seeds==&lt;br /&gt;
In the previous version, cooking left no seeds for re-planting. Can this be verified for this version? --[[User:Eagle0600|Eagle0600]] 10:20, 6 April 2010 (UTC)&lt;br /&gt;
: I cooked an easy meal out of a wild strawberry and a prickle berry, and it produced no seed. [[User:Wccarrington|Wccarrington]] 22:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Lavish Meal==&lt;br /&gt;
In one fortress recently, it looked like I had a cook put more than four components into a lavish meal. I haven't seen it happen again (since I haven't been cooking lavish meals), so I didn't add it to the page- but that might be something worth looking for / verifying. --[[User:Vaniver|Vaniver]] 13:30, 10 April 2010 (UTC)&lt;br /&gt;
:Chances are that you've unintentionally encountered an old bug/exploit, which is explained in http://www.bay12games.com/forum/index.php?topic=49177.0 - whether that bug still exists in the new version, I don't know, but it was definitely in 40d. --[[User:Pushy|Pushy]] 11:18, 12 April 2010 (UTC)&lt;br /&gt;
::I think that bug has been fixed in DF2010. I attempted to use it to make a super artifact, but it just used the 3 items that the dwarf was after. So i think Vaniver encountered that bug in the previous version.&lt;br /&gt;
::I can also confirm that lavish meals use 4 items.&lt;br /&gt;
::[[User:Dangerous Beans|Dangerous Beans]] 00:56, 25 April 2010 (UTC)&lt;br /&gt;
:::i can confirm that it is possible to use more then 4 ingredients in a lavish meal, this happens when you designate (for example) plump helmet spawns for coocking, Urist Mccook hauls 3 to your kitchen, then you un-designate them for cooking, and he decides to haul (say), plump helmets instead. then, when he has 3 plump helmets at the kitchen, redesignate the plump helmet spawns for cooking, and he cooks a lavish meal with 6 ingredients.&lt;br /&gt;
:::confirmed in dwarf fortress 2010&lt;br /&gt;
:::--[[User:Audacious|Audacious]] &lt;br /&gt;
&lt;br /&gt;
==Tantrum==&lt;br /&gt;
my cook keeps throwing tantrums when his masterpiece meals are eaten, i presume. he's generally not very happy (my fort is still in the early stages, so not much is working yet), but if one of his masterwork meals are eaten, it sends him over the edge. it also says in his profile that &amp;quot;he has suffered the travesty of art defacement&amp;quot; - is this a bug? has anyone else noticed it? is it vermin eating the food, as opposed to dwarves?&lt;br /&gt;
note: i've not actually SEEN anyone pick up one of his masterwork meals, eat it, then see the chef throw a tantrum (i've not been looking, tbh).. but i've had the 'masterwork' announcement from my cook, and then TWO tantrums in the 3 dwarven-days since. he has never had any other serious duties (only hauling labours).&lt;br /&gt;
help please --[[User:DJ Devil|DJ Devil]] 13:07, 6 May 2010 (UTC)&lt;br /&gt;
: *EDIT* - on the 40d 'Item quality' wiki it states; &amp;quot;Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction.&amp;quot;, which was a very likely outcome, but my cook has now gone 'stark raving mad' so i cant test any further for a while. could someone verify that's still the set-up? and perhaps put a foot-note on the page, too? --[[User:DJ Devil|DJ Devil]] 23:24, 6 May 2010 (UTC)&lt;br /&gt;
My cook just had the same happen to him. I doubt it rotted, since it's in an inside stockpile under dwarf cryogenics. It may be a bug, but cannot be sure. --JK&lt;br /&gt;
&lt;br /&gt;
== Succesful booze cooking? ==&lt;br /&gt;
&lt;br /&gt;
I looked at one of my alcohol roasts... turns out all 4 ingredients ''were'' alcohol (longland beer, whip vine, longland beer, whip vine).  [[User:Greep|Greep]] 21:07, 20 May 2010 (UTC)&lt;br /&gt;
: Edit: I have failed to ever screw up an all booze cooking.  Added a note that it appears to be fixed. [[Special:Contributions/71.134.230.146|71.134.230.146]] 23:58, 21 May 2010 (UTC)&lt;br /&gt;
:: Edit: okay it happened now.  For whatever reason, the kitchen screen on status had TWO dwarven wines listed.  The bug happened when I bought some wine from a trader, although this previously had not caused a problem. [[User:Greep|Greep]] 23:53, 23 May 2010 (UTC)&lt;br /&gt;
Okay this is a really weird bug.  It occurs only sometimes, but when it does occur, it always happens.  Furthermore, dwarves will not react to these puddles at all, not dumping them or anything. [[User:Greep|Greep]] 01:30, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Confirmed that cook still requires a solid ingredient with multiple varieties of alcohol available in 0.31.19, so updated superscript next to &amp;quot;Currently&amp;quot;.  Not sure that it's needed, probably a &amp;quot;fixed as of version...&amp;quot; note, and if the message is still thrown in the next version, refer to the whole thing in the past tense so people know why.&lt;br /&gt;
[[User:Anonymous|Anonymous]] Thu Mar  3 12:04:43 UTC 2011&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
Barrels of prepared lavish meals are a great export product. I have a legendary cook, who cooks only lavish meals, year round. When the merchants come, I sell the barrels (between 400 and 2000 each) and buy tons of cheap non-rotting food.&lt;br /&gt;
&lt;br /&gt;
==Pies??==&lt;br /&gt;
It seems that lavish meals do not now only produce 'roasts'. Looking through my food stockpile I discovered a stack of '*prepared two-humped camel brain pies*'. It pretty much seems to be the same thing as roasts, four ingredients and everything. Can someone else verify this so I know i'm not going crazy?&lt;br /&gt;
&lt;br /&gt;
That may have been added to your raws?  I know I have quiches, salads, tacos, burgers, sandwiches, etc since I put them in myself.  What I'm hoping to find out if there's any way to add more adjectives... you know, other than 'minced.'  I'd love some 'chopped' and 'sliced' and 'grilled' and 'baked' and so on and so forth.  &lt;br /&gt;
--[[Special:Contributions/71.163.40.236|71.163.40.236]] 15:38, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cook's preferences ==&lt;br /&gt;
&lt;br /&gt;
I'm seeing my cook consistently go and pick plump helmets for every ingredient, despite other ingredients being more numerous and closer. The cook's preferences don't appear to be making a difference, and she's happy to pick up other ingredients if necessary (i.e. there aren't enough plump helmets in her burrow), but given the choice she'll always go for the plump helmets.&lt;br /&gt;
&lt;br /&gt;
It's rather annoying when I really want her only using the one plump helmet as the solid base for booze cooking. Any suggestions?&lt;br /&gt;
&lt;br /&gt;
—[[User:Meand|me_and]] 21:55, 31 December 2010 (UTC)&lt;br /&gt;
::You could disable the cooking of plump helmets (I do this in every game so that their &amp;quot;seeds&amp;quot; are not destroyed) or just remove plump helmets from the list of allowed items in the food stockpile in her burrow. If there's another food stockpile in the fortress, dwarves will come and take the plump helmets there.&lt;br /&gt;
&lt;br /&gt;
== formula for meal value ==&lt;br /&gt;
so the formula for meal value is V=10*A+(X*P*B)+(Y*Q*C)+(Z*R*D)where&lt;br /&gt;
A is the quality of the meal&lt;br /&gt;
BCD are the qualities of ingredient preparation&lt;br /&gt;
PQR are the sizes of the stacks&lt;br /&gt;
and XYZ are the value of the ingredients&lt;br /&gt;
this is kinda implied by the table in the article but I've no idea wheather it's right, someone confirm? [[User:Cpad|Cpad]] 06:17, 2 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What I want to say was V = (10*A + (X*B) + (Y*C) + (Z*D) ) * (P + Q + R)&lt;br /&gt;
I confirmed this with -pump helmet roast[12]- , at DF 31.18&lt;br /&gt;
this value is 792.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! cook&lt;br /&gt;
! material 1&lt;br /&gt;
! material 2&lt;br /&gt;
! material 3&lt;br /&gt;
! material 4&lt;br /&gt;
|-&lt;br /&gt;
| roast(10☼)&lt;br /&gt;
| 1 plump helmet(4☼)&lt;br /&gt;
| 5 quarry bush leaves(10☼)&lt;br /&gt;
| 5 quarry bush leaves(10☼)&lt;br /&gt;
| 1 plump helmet(4☼)&lt;br /&gt;
|-&lt;br /&gt;
| normal(x1)&lt;br /&gt;
| well-minced(x2)&lt;br /&gt;
| well-minced(x2)&lt;br /&gt;
| well-minced(x2)&lt;br /&gt;
| well-minced(x2)&lt;br /&gt;
|}&lt;br /&gt;
this value is&lt;br /&gt;
(10*1 + 4*2 + 10*2 + 10*2 + 4*2)*(1 + 5 + 5 + 1) = 792&lt;br /&gt;
&lt;br /&gt;
sorry for poor my English, I need someone to write this.&lt;br /&gt;
If you can read Japanese, please read [http://dwarffortress.if.land.to/index.php?%B9%B6%CE%AC%B5%AD%BB%F6%2F%BF%A9%A4%D9%CA%AA%A4%C8%C4%B4%CD%FD#u72f17d5]&lt;br /&gt;
in this article, I wrote this at Japanese&lt;br /&gt;
&lt;br /&gt;
:I understand what you're saying.  The value of a prepared meal stack is influenced by the overall stack size, not the stack sizes of the individual ingredients.  A prepared meal stack made from 10 minced plump helmets and 1 well-minced plump helmet would be worth the same as a prepared meal stack made from 1 minced plump helmet and 10 well-minced plump helmets, if everything else was the same.  This makes sense to me, based on how prepared meal stacks are generated - the final description contains no information about the original stack sizes.  The formula you give above works perfectly for four of the five examples currently in the article; I'd bet the other example (with value 32) contains a typo or something. [[User:Bognor|Bognor]] 10:35, 25 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:a well cooked(10x2) + plump helmet (4) + well-minced plunp helmet (4x2) = 32, didn't it?--[[User:Mickie|Mickie]] 16:47, 27 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::So it does; my mistake - I was confusing stack value and meal value.  The &amp;quot;= 792&amp;quot; formula above is good in that everything before the )*( gives you the individual meal value, and everything after the )*( gives you the stack size.   [[User:Bognor|Bognor]] 05:17, 28 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Order of choosing cooking ingredients ==&lt;br /&gt;
&lt;br /&gt;
It appears that cooks insist on using up all ingredients stored in barrels before touching any ingredients not stored in barrels.  A cook will walk right past perfectly good ingredients lying out in the open to get to ingredients stored in a barrel further away.  This is probably intended to promote freeing up of barrels.  This effect can also be exploited to get around the liquid ingredients bug.  A cook will usually insist on using solid ingredients before liquid ones, but preferring ingredients in a barrel overrides this.  If you have your solid ingredients stored outside of barrels, and some liquid ingredients available that are stored in barrels, your dwarves will use the liquid ingredients for cooking after picking one solid ingredient to start each meal.&lt;/div&gt;</summary>
		<author><name>Ellindsey</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=153869</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=153869"/>
		<updated>2011-10-27T01:11:43Z</updated>

		<summary type="html">&lt;p&gt;Ellindsey: /* Variety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of {{L|dwarves}}; a dwarf will drink booze an average of four times per {{L|calendar|season}}, and without it they will soon become {{L|thought|unhappy}}. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a {{L|preferences|favorite drink}}, selected at first randomly from all possible alcoholic beverages, but this might change once dwarves have been exposed to other beverages. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that setting booze on {{L|fire}} will ''not'' cause it to explode (nor has it ever done so) - however, exposing it to high {{L|temperature}}s '''will''' cause it to boil away (and the wooden {{L|barrel}}s themselves can also be set on fire).&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which are available after embark.&lt;br /&gt;
*At {{L|embark}}, alcohol may be purchased with embark points.&lt;br /&gt;
*{{L|Trading|Traders}} that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a {{L|brewer}}, a {{L|still}}, and a working {{L|farm plot}}. Most {{L|crops}} can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also {{L|Plant gathering|gather plants}} and brew them at a {{L|still}} in the same way you would with {{L|crops}}.&lt;br /&gt;
**Mead does not require any plants to be made, though it does require honey which is made through {{L|beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
:''He has been tired of drinking the same old booze lately.''&lt;br /&gt;
&lt;br /&gt;
Variety in booze keeps away unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If a dwarf drinks the same old booze over and over, he will eventually get a bad thought from 'drinking the same old booze lately.', unless that dwarf has a preference for that type of booze.  A dwarf who likes a type of booze will never get tired of drinking it.&lt;br /&gt;
&lt;br /&gt;
Lack of variety causes bad thoughts, but will never cause a dwarf to stop drinking.  Even after years of drinking a booze they don't like, a dwarf will never prefer water or dying of thirst to drinking the same old booze.  You can therefore keep a fortress alive on only one type of booze so long as you have enough good thoughts to offset the bad thought from lack of booze variety.&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
Any creature with the [ALCOHOL_DEPENDENT] {{L|creature token|token}}, dwarves included, will suffer performance penalties as a result of being deprived of alcohol. This manifests as a loss of {{L|speed}} in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort (unless you're a cruel overlord).&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative {{L|thought}}s from thirst.&lt;br /&gt;
&lt;br /&gt;
Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Plump helmet}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Pig tail}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cave wheat}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sweet pod}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grown Outside ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Muck root}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bloated tuber}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Prickle berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wild strawberry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Longland grass}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rat weed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Fisher berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rope reed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sliver barb}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sun berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Whip vine}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Honey}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ellindsey</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=152785</id>
		<title>v0.31:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=152785"/>
		<updated>2011-09-02T21:38:12Z</updated>

		<summary type="html">&lt;p&gt;Ellindsey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:15, 16 April 2011 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Hatch covers act like {{L|door}}s, but between Z-levels instead of X/Y passageways.  They can be placed over stairs or open space, as long as they are supported by an adjacent floor tile.&lt;br /&gt;
&lt;br /&gt;
Like doors, they can be linked with mechanisms, locked, and kept tightly closed to keep out water, pets and foes alike.  They can be set as internal, but as {{L|room}}s cannot occupy multiple Z-levels, this has no effect at this time.&lt;br /&gt;
&lt;br /&gt;
When closed, hatches appear as a {{Raw Tile|¢|0:7:1}} and are not visible when open. Their colour will vary depending on the material it has been made from.&lt;br /&gt;
&lt;br /&gt;
They can be constructed from a {{L|Mason's workshop}}, {{L|Metalsmith's forge}}, {{L|Carpenter's workshop}}, or {{L|Glass furnace}} from {{L|stone}}, {{L|metal}}, {{L|wood}}, or {{L|glass}} respectively. Once {{K|b}}uilt, they may be placed with {{K|H}}.&lt;br /&gt;
&lt;br /&gt;
A dwarf falling down stairs will be stopped by a closed floor hatch.&lt;/div&gt;</summary>
		<author><name>Ellindsey</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=131588</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=131588"/>
		<updated>2010-11-14T21:35:29Z</updated>

		<summary type="html">&lt;p&gt;Ellindsey: /* Tamed tigermen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Tigerman&lt;br /&gt;
|symbol=T|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Tropical forest}}s&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}s&lt;br /&gt;
* {{L|Wetland|Tropical freshwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Tropical saltwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Mangrove swamp}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''An orange striped man with the head of a tiger.''&lt;br /&gt;
&lt;br /&gt;
'''Tigermen''' (half man, half tiger) are the {{catlink|humanoids|anthropomorphic}} (or human-like) relatives of {{l|tiger}}s, often inhabiting {{l|forest#Tropical dry broadleaf forests |tropical forests}} and {{l|wetland|coastal/wetland}} {{l|biome|areas}}.  They are large, predatory carnivores that can present {{l|fun|a significant threat}} to an unarmed {{l|dwarf}}.&lt;br /&gt;
&lt;br /&gt;
==Tamed tigermen==&lt;br /&gt;
&lt;br /&gt;
As of version 31.16, {{L|Elves|Elven}} merchants will sometimes bring tamed (enslaved?) Tigermen to {{l|trade}}. Often, these tigermen have various skills, similar to those of {{L|migrant}}s. This is due to the combination of the Tigerman's [PET] and [CAN_LEARN] tags, and also results in dwarves being able to tame Tigermen without a {{L|dungeon master}}. As they cannot work, they have plenty of time to improve their social skills. A tigerman may even become the mayor of your fortress.&lt;br /&gt;
&lt;br /&gt;
Tamed tigermen will die of dehydration or hunger if left in their cages. Once released, they will wander around the fortress much like any other domestic animal, even having (named!) offspring.  Goblin {{L|thief|snatchers}} consider Stray Tigerman Cubs (Tame) a valid target for kidnapping. While mingling with your dwarves, Tigermen will gain conversational skills. They can be designated for {{L|butcher}}y, but will never actually be struck down as dwarves refuse to eat intelligent creatures. &lt;br /&gt;
&lt;br /&gt;
Tigermen can be assigned to ropes and cages, but if they cannot reach water or food they will die. {{L|restraint|Tying}} Tigermen up next to a water source works, as long as they have a food stockpile nearby. For whatever reason, Tigermen cannot use {{L|well}}s, and will not drink booze, but need a water source {{L|Zone}} no more than one {{L|z-level}} above fresh water.&lt;br /&gt;
&lt;br /&gt;
Tigermen have the [CARNIVORE] tag, meaning they will also refuse to eat anything that isn't meat. If you plan on keeping tigermen around, be sure to butcher an animal every so often or they'll starve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Ellindsey</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=126262</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=126262"/>
		<updated>2010-08-23T19:14:37Z</updated>

		<summary type="html">&lt;p&gt;Ellindsey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A screw pump can be used to desalinate water but the water must be stored in a cistern made entirely out of constructed walls and floors. A smoothed floor does no count and is considered to be natural stone still. If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water. The old 40d method of using a well to desalinate water still works in 0.31.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Ellindsey</name></author>
	</entry>
</feed>