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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eurytus</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=Eurytus"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Eurytus"/>
	<updated>2026-04-04T23:12:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=149328</id>
		<title>User:Eurytus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=149328"/>
		<updated>2011-05-17T17:31:24Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* In-Progress Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If there's one thing I absolutely enjoy in Dwarf Fortress, it's spading. Spading out of curiosity. Spading because somebody asked about it. Especially, spading just for the sake of boredom.&lt;br /&gt;
&lt;br /&gt;
So I'm going to keep a log here on my user page of everything that I spade.&lt;br /&gt;
&lt;br /&gt;
== Completed Projects ==&lt;br /&gt;
Spaded to confirm Floating Guts guts, with hilarious and accurate results.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Floating Guts guts.JPG|Guts redundancy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In-Progress Projects ==&lt;br /&gt;
None; on hiatus.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Invader&amp;diff=128779</id>
		<title>Talk:Invader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Invader&amp;diff=128779"/>
		<updated>2010-10-05T08:15:23Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Created page with '== No Invaders ==  Am I the only person who's simply having an issue where there are absolutely no invaders whatsoever in 31.14? I ported over a fort that used to have invasions …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No Invaders ==&lt;br /&gt;
&lt;br /&gt;
Am I the only person who's simply having an issue where there are absolutely no invaders whatsoever in 31.14? I ported over a fort that used to have invasions and they stopped, and all my new fortresses have had no invasions as well. I have already checked my init files to no avail; they're activated. --[[User:Eurytus|Eurytus]] 08:15, 5 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=128309</id>
		<title>v0.31 Talk:Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=128309"/>
		<updated>2010-09-28T05:09:17Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Marksdwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From [[DF2010 Talk:Fighter]]==&lt;br /&gt;
Made the page but I really dont know how to lay out wiki pages so :-\...&lt;br /&gt;
Also, I dont know anything about the actual skill :P I just thought there should be a page for it... --[[User:Huggz|Huggz]] 00:00, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps the function of &amp;quot;wrestler&amp;quot; has changed, or maybe it's functions have been divided up into multiple skills, due to the new mechanics for wrestling? If that were the case, &amp;quot;fighter&amp;quot; may be somehow derived from there. I mean, &amp;quot;Dodger&amp;quot; was not a skill before, and evasion was partially based on your wrestling skill. --Kydo 05:43, 3 April 2010 (UTC)&lt;br /&gt;
::This may be one of the things that we'll have to wait on. Might need some 3rd party utilities to parse out what's changing during combat, when it's improved (and hence when it's used), what triggers it, whether it's an adventurer-only thing, etc. Whatever - please don't guess on the main page - that's what this page is for. --[[User:Albedo|Albedo]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm getting fighter skill from just sitting there letting an archer shoot at me. It's definitely not just gained from unarmed combat. It also seems to go up with every blocked blow, no matter what type. Confirm? --[[User:Sysice|Sysice]] 20:08, 3 June 2010 (UTC)&lt;br /&gt;
** I created a &amp;quot;danger room&amp;quot; to spar in and though their attack capabilities are fairly mediocre (talented), their fighter stats are High master or Legendary.  So recieved attacks appear to increase fighter also.&lt;br /&gt;
* Maybe fighter skill has to do with parrying and counterattacking - that way some skill is retained when swap from eg. axe-user to sword-user. --[[User:TomiTapio|TomiTapio]] 22:37, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer?==&lt;br /&gt;
Could Archer be the ranged attack equivilent of Fighter?  I've seen Bowdwarf, Marksman, and Blowdartsomething...  That doesn't leave any other ranged weapon.&lt;br /&gt;
:I think so. In adventurer mode, it advances at the same rate and time as Thrower. Not tested with bows. [[Special:Contributions/24.22.117.251|24.22.117.251]] 22:13, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrestling==&lt;br /&gt;
I thought wrestling is bad, until I managed to PINCH THE HEAD OF A VULTURE OFF!&lt;br /&gt;
&amp;quot;You grab The Vulture by the head with your right hand!&lt;br /&gt;
You pinch The Vulture's head with Your right hand!&lt;br /&gt;
The Vulture has been struck down.&amp;quot;&lt;br /&gt;
I was pretty surprised by it, and repeated it three times with other vulture &amp;quot;volunteers&amp;quot;. I am now testing it with a dwarf miner, but it takes its time.--[[User:Niggy|Niggy]] 22:02, 15 July 2010 (UTC)&lt;br /&gt;
* Wrestling is not so cool when you get many grab finger, grab toe attacks. With your lower or upper arm, not with hand. Maybe higher wrestling skill lets you grab throats. &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Ranger grabs You by the fourth finger, left hand with his right lower arm!&amp;quot; &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Spearman grabs You by the upper left back tooth with his right upper arm!&amp;quot; --[[User:TomiTapio|TomiTapio]] 22:41, 15 July 2010 (UTC)&lt;br /&gt;
*You have to wrestle a certain bodypart. You can do this by manually [A] (don't know how to make that button stuff) pressing enter, and choosing to wrestle the target. Then grab a toe, thooth or the nose with a HAND, not something else and pinch it until it stops being listend. I think this does not work on bigger creatures, as I could easly pinch every toe and most thooth from a ground hog (only left incisors but not right ones) but I can only pinch off the nose of dwarves. --[[User:Niggy|Niggy]] 08:33, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I made some &amp;quot;tests&amp;quot; with wrestling, that means, I used a superfast, noexert, super strong creature to rape my entire world. With fists. To be a bit more fair, but thats something else.  Taking down makes the target prone, but nothing else, it seems. Throwing moves the creature quite a bit through the air, however, bigger creatures won't fly as far as smaller creatures (wolves flew 10 spaces, a giant desert scorpion only 1 space, this was with a modded creature) and throwing has the chance that the creature collides with obstacles and other creatures (even with yourself, I was standing in the middle of the town population when I hit myself with a child, I didn't survived), sometimes creatures blow apart, or break their legs.&lt;br /&gt;
Pinching is quite powerful, as you can remove mostly everything on your enemy (I had a cougar with only a upper body, lower body and the head left) but you can only pinch off whats on the outside, internal organs (because you can't reach them), mouths, eyes, eyelids, cheeks, lips, and that stuff can't be pinched off and there are some bugs with theeth (left hand can't pinch off right incisiors/eye theeth, but right hand can do it on the first try).&lt;br /&gt;
If you want you can use this technic to get a backpack full with ground/vultures, maybe even wolf heads (when unmodded), or you can play oldfashioned theeth doctor and remove all theeth from the local elf population (or their noses if you want).&lt;br /&gt;
With a normal dwarf you can easly pinch off the theeth and noses of other dwarves, and most stuff from smaller animals (heads from vultures and groundhogs) but don't try this on stuff thats bigger then you. Don't. It hurts.&lt;br /&gt;
&lt;br /&gt;
([http://img713.imageshack.us/img713/3316/thatwasayeti.png] Sadly, that was also a modded adventurer :/ Don't try to repeat)  --[[User:Niggy|Niggy]] 10:08, 2 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Lasher==&lt;br /&gt;
&lt;br /&gt;
What does this do?&lt;br /&gt;
:Skill with whips. You tend to only see it on immigrants and invaders, because whips cannot be made in fortress mode. [[User:JohnnyMadhouse|JohnnyMadhouse]] 16:25, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Marksdwarf ==&lt;br /&gt;
&lt;br /&gt;
Marksdwarf redirects here, but the word doesn't appear anywhere in the article ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Bazzalisk|Bazzalisk]] 12:53, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Added an entry for this, and linked it to the hunting page.  Unfortunately, I'm not sure how it is used.  Perhaps it is for hitting accurately with the first shot, when ambushing?  --[[User:Acru|Acru]] 03:41, 25 September 2010 (UTC)&lt;br /&gt;
::It's the weapon skill for using a crossbow.  Literally.  &amp;quot;Marksdwarf&amp;quot; is to crossbows as &amp;quot;Axedwarf&amp;quot; is to axes.  I guess &amp;quot;Crossbowdwarf&amp;quot; was too long and too close to &amp;quot;Bowdwarf&amp;quot; (uses ordinary bows and arrows) way back when the skill was first coded, and it hasn't been changed since. --[[User:DeMatt|DeMatt]] 05:58, 25 September 2010 (UTC)&lt;br /&gt;
:::I assume that this means it's the skill for using Crossbows in melee? Otherwise, it seems that Marksdwarf and [[Archery]] serve the same purpose. --[[Special:Contributions/173.64.163.5|173.64.163.5]] 22:29, 27 September 2010 (UTC)&lt;br /&gt;
::::Marksdwarf is specifically for using a crossbow to shoot bolts, just as bowdwarf is specifically for using a bow to shoot arrows, and blowgunner is specifically for using a blowgun to shoot darts. And actually, Hammerdwarf is the skill for using Crossbows in melee. --[[User:Eurytus|Eurytus]] 05:09, 28 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=128218</id>
		<title>v0.31 Talk:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=128218"/>
		<updated>2010-09-25T21:34:10Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* How to train? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trainable Animals in 2010 ==&lt;br /&gt;
I´m playing a bit with the newest version at the moment and just got the happy announcement, that my animal trainer trained a &amp;quot;war leopard&amp;quot; (much to my surprise). So I was curious and searched all the creature files for trainable animals and it seems like the amount of potential war/hunting animals has increased greatly in 2010. The animals I found are:&lt;br /&gt;
&lt;br /&gt;
- [[Dog]] (duh...) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Leopard]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Lion]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Tiger]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Jaguar]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Cheetah]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Mandrill]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Gorilla]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Grizzly bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Polar bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant eagle]] (!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Elephant]] (!!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant bat]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant cave swallow]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Dragon]] (!!!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I guess this is already common knowledge but I just wanted to list them here for general convenience. Maybe we shall also include this in the article. ~ [[User:Felcis|Felcis]] 08:26, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to train? ==&lt;br /&gt;
&lt;br /&gt;
I have a [[cage]] with [[dog]]s in the same area as my [[kennels]]. Requesting that an animal be trained as a war dog, however, gave me the message &amp;quot;[[Animal trainer|Urist McTrainer]] cancels Train War Animal: No creature&amp;quot;. I believe Urist had been looking for the (appropriate) animal for some time, and at the point she gave up she was a country mile away from the kennels.&lt;br /&gt;
&lt;br /&gt;
So: how does the trainer decide which animal will be trained? And where does she then look for the animal? Is it possible to specify which animal should be trained (and if so, how)? I'm guessing that cage where all the barking is coming from is one place she ''doesn't'' look ... [[User:Hv|Hv]] 20:24, 25 September 2010 (UTC)&lt;br /&gt;
:It selects the animal to be trained from the list of unrestrained, uncaged trainable animals. The only way to specify which animal is to be trained is to tie up, cage, or otherwise prevent all other untrainable animals from getting to the kennels. In order to get rid of that message, you have to take all the dogs you want to train out of their cages. --[[User:Eurytus|Eurytus]] 21:34, 25 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=128170</id>
		<title>v0.31 Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=128170"/>
		<updated>2010-09-24T16:54:31Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Training=&lt;br /&gt;
I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny? --[[User:SirPenguin|SirPenguin]] 17:40, 15 April 2010 (UTC)&lt;br /&gt;
:I think the problem is that you can't designate a specific animal to train, try killing all your dogs and training a war animal(I haven't made a kennel yet in DF2010) [[Special:Contributions/68.161.167.37|68.161.167.37]] 17:48, 15 April 2010 (UTC)&lt;br /&gt;
::Better yet, just put all of your dogs into a cage - animals can't be trained unless they can walk to the kennels on their own. Also make sure your bears '''aren't''' in cages. Oh, and for Armok's sake, ''keep them away from your booze stockpiles''! --[[User:Quietust|Quietust]] 17:53, 15 April 2010 (UTC)&lt;br /&gt;
:::I've successfully trained war bears in 2 forts now, and have updated the page. You don't need a dungeon master, and you just do the &amp;quot;train war dog&amp;quot; task with tame grizzly bears running about your fort and it seems to work automatically in the same way as dogs do. If you don't want to train your dogs then I guess you'd have to trap them somewhere. I assume that if you trap them yourself you have to do &amp;quot;Tame large animal&amp;quot; first. Bought ones are already tame and that's how I've always done it. --[[User:Akkie|Akkie]] 10:54 UTC, 17 April 2010&lt;br /&gt;
::::The &amp;quot;Tame Large Animal&amp;quot; first is the kicker, and that can't be done without a dungeon master (if at all?  I've never seen a DM).&lt;br /&gt;
:::::You don't need to tame large animal, select tame war dog and it will tame the bears as well--[[User:Radical|Radical]] 8:37 EST, 8 May&lt;br /&gt;
:::::Grizzly bears have [PET] rather than [PET_EXOTIC] so anybody can tame a ''captured '''wild''''' grizzly (using &amp;quot;Tame Large Animal&amp;quot;). If you bought it from the elves, it's already tame. --[[User:Quietust|Quietust]] 01:18, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone has to say it &amp;quot;Bear Cavalry.&amp;quot; --[[User:Truean|Truean]] 16:45, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fantasy general has them :) --[[Special:Contributions/92.202.106.165|92.202.106.165]] 18:19, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it just me, or can you train grizzlies (not for war, but just taming them) without a Dungeon Master?  I'm using v31_12_b.&lt;br /&gt;
:Yes, you can. It say so on the page, actually. --[[User:Eurytus|Eurytus]] 16:54, 24 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=128168</id>
		<title>v0.31:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=128168"/>
		<updated>2010-09-24T16:32:32Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Added the UNDIGGABLE token added in 31.14.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material templates, as well as materials defined in other raw files.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_TEMPLATE&lt;br /&gt;
|&lt;br /&gt;
*id&lt;br /&gt;
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*color&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to describe the color of the material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*forground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit {{L|Color|color token}}. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*forground brightness&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*forground brightness&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: {{L|door}}s, {{L|floodgate}}s, {{L|hatch cover}}s, {{L|bin}}s, {{L|barrel}}s, and {{L|cage}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| See {{L|SPEC HEAT}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material takes cold damage. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature of the material. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}&lt;br /&gt;
It is displayed as a 4 or more digit number such as 11340 for lead. 11340 kg·m^3 = 11340&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| It works the same as above, except it is for the liquid state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons made from that stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| {{L|Anvil|Anvils}} can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_METAL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used to define that said material is stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
| Used only in the metal template. Not used anywhere else.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| Makes the elves angry if you try to trade something made from this material&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOTH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
| Name of stones mined out if material is a stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAVA&lt;br /&gt;
|&lt;br /&gt;
| Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OVERWRITE_SOLID&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FILTH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*item type&lt;br /&gt;
*NONE&lt;br /&gt;
| All instances in the material templates have NONE as the second argument. Possibly subtype?&lt;br /&gt;
[BUTCHER_SPECIAL:MEAT:NONE]&lt;br /&gt;
[BUTCHER_SPECIAL:GLOB:NONE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective?&lt;br /&gt;
| When the creature is butchered, its organs will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REACTION_CLASS&lt;br /&gt;
| *reaction reference&lt;br /&gt;
| Used to classify all items made of the material so that reactions can use them as generic reagents.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*material&lt;br /&gt;
| Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*n&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the selected material. Seen in local creature materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYNDROME&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDIGGABLE&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarven_weapon&amp;diff=128017</id>
		<title>Dwarven weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarven_weapon&amp;diff=128017"/>
		<updated>2010-09-23T20:28:47Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Redirected page to DF2010:Weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:weapon]]&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=127933</id>
		<title>User:Eurytus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=127933"/>
		<updated>2010-09-22T20:42:32Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If there's one thing I absolutely enjoy in Dwarf Fortress, it's spading. Spading out of curiosity. Spading because somebody asked about it. Especially, spading just for the sake of boredom.&lt;br /&gt;
&lt;br /&gt;
So I'm going to keep a log here on my user page of everything that I spade.&lt;br /&gt;
&lt;br /&gt;
== Completed Projects ==&lt;br /&gt;
Spaded to confirm Floating Guts guts, with hilarious and accurate results.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Floating Guts guts.JPG|Guts redundancy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In-Progress Projects ==&lt;br /&gt;
Spading to see how Total Quality works and what it takes into account. Updates and details to come.&lt;br /&gt;
&lt;br /&gt;
Also spading why exactly it's so incredibly difficult to get a Dungeon Master by modifying the position in entity_default until I can get one with reasonably high reliability.&lt;br /&gt;
:Current raws: Changed [PRECEDENCE:90] to [PRECEDENCE:40] in a fortress with a population cap of 50.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=127931</id>
		<title>User:Eurytus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=127931"/>
		<updated>2010-09-22T19:54:48Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If there's one thing I absolutely enjoy in Dwarf Fortress, it's spading. Spading out of curiosity. Spading because somebody asked about it. Especially, spading just for the sake of boredom.&lt;br /&gt;
&lt;br /&gt;
So I'm going to keep a log here on my user page of everything that I spade.&lt;br /&gt;
&lt;br /&gt;
== Completed Projects ==&lt;br /&gt;
Spaded to confirm Floating Guts guts, with hilarious and accurate results.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Floating Guts guts.JPG|Guts redundancy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In-Progress Projects ==&lt;br /&gt;
Spading to see how Total Quality works and what it takes into account. Updates and details to come.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=127930</id>
		<title>User:Eurytus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Eurytus&amp;diff=127930"/>
		<updated>2010-09-22T19:54:14Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If there's one thing I absolutely enjoy in Dwarf Fortress, it's spading. Spading out of curiosity. Spading because somebody asked about it. Especially, spading just for the sake of boredom.&lt;br /&gt;
&lt;br /&gt;
So I'm going to keep a log here on my user page of everything that I spade.&lt;br /&gt;
&lt;br /&gt;
== Completed Projects ==&lt;br /&gt;
Spaded to confirm Floating Guts guts, with hilarious and accurate results.&lt;br /&gt;
:&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Floating Guts guts.JPG|Guts redundancy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In-Progress Projects ==&lt;br /&gt;
Spading to see how Total Quality works and what it takes into account. Updates and details to come.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floating_guts&amp;diff=127928</id>
		<title>v0.31:Floating guts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floating_guts&amp;diff=127928"/>
		<updated>2010-09-22T19:32:00Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:51, 5 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Floating Guts&lt;br /&gt;
|symbol=%|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 2 - 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A transparent and amorphous monster that lives underground.  It is small in size and is found crawling across the cavern floor.  Its organs appear to be floating inside of its body.''&lt;br /&gt;
&lt;br /&gt;
'''Floating Guts''' is a disturbing {{L|creature}} that appears to be little more than a slime containing a set of organs. Because of this lack of body parts it's extremely easy to damage organs on them, and thus relatively easy to kill. &lt;br /&gt;
&lt;br /&gt;
If you have a {{L|dungeon master}} these can be trained as exotic {{L|pet}}s, having a value of 10. They are genderless though and only live to  maximum of 30 years, so your supply is limited to what you find on embark.&lt;br /&gt;
&lt;br /&gt;
It is possible to butcher a floating guts, amusingly yielding &amp;quot;floating guts guts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Floating_Guts_guts.JPG&amp;diff=127927</id>
		<title>File:Floating Guts guts.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Floating_Guts_guts.JPG&amp;diff=127927"/>
		<updated>2010-09-22T19:31:39Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: The guts of a floating guts. Guts guts, if you will.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The guts of a floating guts. Guts guts, if you will.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=127926</id>
		<title>v0.31:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flow&amp;diff=127926"/>
		<updated>2010-09-22T19:04:13Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:06, 6 July 2010 (UTC)}}&lt;br /&gt;
Reading from the raw files you will find that all water and magma/lava in the game are called flows. This however adds a certain amount of confusion since when you trying to {{l|power}} a {{l|waterwheel}} you also need to know if your flow of water is flowing. For the purpose of clarity water and magma will instead be referred to as '''fluids''', and '''flow''' will be saved for a fluid that is in motion. &lt;br /&gt;
&lt;br /&gt;
'''Flow''' is a game mechanic used to simulate the motion of '''fluids'''. The two fluids that exist in dwarf fortress currently are '''{{l|water}}''' and '''{{l|magma}}'''. You can identify fluids that are flowing by looking for a tile that is blinking between {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles. If you have turned on SHOW_FLOW_AMOUNTS you will see the fluid '''depth''' instead and will not be able to easily tell if the game considers a tile to be flowing or not. Flow is typically present any time a fluid is in motion, but there are some exceptions which confuse things a bit.&lt;br /&gt;
*Note: In the current release flow does not seem to appear in magma. Magma follows the same rules of fluid motion and flow, it simply doesn't have flow in the sense that would allow it to power a water wheel.&lt;br /&gt;
&lt;br /&gt;
==Basic Fluid Motion==&lt;br /&gt;
'''{{l|Water}}''' and '''{{l|magma}}''' both move in much the same way following a fairly simple set of rules. The only difference between the motion of {{l|magma}} and water is that magma behaves differently with regards to {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Fluids move mostly as one might expect: they will fall straight down if they can, or else they will spread out to the sides. Fluids can flow diagonally on the same z-level, but will never move sideways and down at the same time. Under basic fluid motion, fluid never moves back up, but it can appear to do so if pressure is involved.&lt;br /&gt;
&lt;br /&gt;
Here is a quick example of how fluids can move to adjacent tiles. Also as water moves to an adjacent tile flow is generated in both tiles. This flow will remain for a short time before reverting back to being non-flowing water. In the first example of falling water all of the water is removed from the source tile, so flow only appears below where the water has moved to. In the other two examples flow will appear in both tiles. &lt;br /&gt;
&lt;br /&gt;
            ▒7▒       ▒7▒       ▒&lt;br /&gt;
   '''Before'''   ▒ ▒       ▒2▒       ▒7&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
            ▒ ▒       ▒2▒       ▒&lt;br /&gt;
   '''After'''    ▒7▒       ▒7▒       ▒43&lt;br /&gt;
            ▒▒▒       ▒▒▒       ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
*1. Fluids move down &lt;br /&gt;
*2. Fluids spread out to the sides&lt;br /&gt;
&lt;br /&gt;
These rules are incomplete, however, without consideration of {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
==Fluids under pressure aka. Teleportation==&lt;br /&gt;
&lt;br /&gt;
Magma, which has no natural pressure, flows according to the rules of basic fluid motion. Water, however, can move by pressure when it falls down on top of full 7/7 water. In addition, pumps create pressure in both water and magma, and water entering the map at from a stream or river follows pressure as well.&lt;br /&gt;
&lt;br /&gt;
Fluids moving under '''{{l|pressure}}''' do not just move to adjacent tiles, they also trace a path through other full tiles of fluid trying to move to more distant tiles. Fluids moving under {{l|pressure}} can effectively teleport through other tiles that are already filled with fluid. When teleporting, fluids still only generate flow in their source and destination tiles, NOT in any tiles they skipped over to get to their destination. Also fluids that are teleporting will not push objects in tiles they skip over.&lt;br /&gt;
&lt;br /&gt;
                ▒7▒ ▒      ▒~▒ ▒       &lt;br /&gt;
   '''Before'''       ▒7▒ ▒      ▒~▒ ▒&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒                &lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒       &lt;br /&gt;
&lt;br /&gt;
                ▒ ▒ ▒      ▒ ▒ ▒&lt;br /&gt;
   '''After'''        ▒7▒7▒      ▒~▒≈▒       ≈   flowing fluid&lt;br /&gt;
                ▒777▒      ▒&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;▒       ~   non-flowing fluid&lt;br /&gt;
                ▒▒▒▒▒      ▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
This is a simple u-bend example of how water moves under pressure. However with regards to flow, it does something strange. Notice that flow only occurs in the destination tile here (since the source tile has been removed). The fluids in the bottom of the u-bend are unaffected, and furthermore any objects that happen to be here are not pushed either.&lt;br /&gt;
&lt;br /&gt;
When a fluid tries to move by pressure, it tries to trace a path through full 7/7 fluids going down, and horizontally, but ''not'' diagonally.  In this way it is like basic flow, except that pressure works faster; fluid from the source is teleported to the open space at the end, rather than having to wait for open space to open up at the source via normal flow. This is why, for example, diagonal squeezes in channels can make water flow slower, and why rivers and streams on the map are usually full of 7/7 water until close to the edge of the map where the rules of basic fluid motion are draining the water off the map while pressure teleports new water from the source all the way down to the end.&lt;br /&gt;
&lt;br /&gt;
What's more, unlike basic flow, the path pressure traces can even go back up--but never higher than the z-level of the first 7/7 tile on the path it was tracing. So it may appear that pressure 'pushes fluids up', but in fact it's only teleporting fluid to a level even or lower.&lt;br /&gt;
&lt;br /&gt;
Thus the result is that pressure movement of fluids (especially water) is common and doesn't create very much flow. However rivers and streams still seem to have some kind of flow that powers waterwheels, called natural flow.&lt;br /&gt;
&lt;br /&gt;
==Natural Flow==&lt;br /&gt;
Many water sources such as {{l|river}}s and {{l|brook}}s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change {{l|pressure}}.&lt;br /&gt;
&lt;br /&gt;
Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.&lt;br /&gt;
&lt;br /&gt;
==Fluid Depth==&lt;br /&gt;
Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on {{l|Technical_tricks#The_look_of_the_game|SHOW_FLOW_AMOUNTS}} does come with the drawback that you will no longer be able to see if a tile is flowing or not.&lt;br /&gt;
&lt;br /&gt;
==Obstructions==&lt;br /&gt;
Water can be stopped by most solid tiles. These include {{l|wall}}s and {{l|building}}s as well as closed {{l|floodgate}}s, {{l|door}}s, and {{l|hatch}}es. Exceptions are vertical {{l|grate}}s, vertical {{l|bars}}, and {{l|fortification}}s, which will allow fluids to pass freely. &lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, {{L|murky pool}}s can evaporate at greater depths.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=127925</id>
		<title>v0.31 Talk:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=127925"/>
		<updated>2010-09-22T19:02:36Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Magma Flow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ocean Flow ===&lt;br /&gt;
Will an ocean power a water wheel?--[[User:Mana eater|Anachron]] 13:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
&lt;br /&gt;
I'm considering modifying the note on flow in magma but I'm not sure how. Magma flows in the sense that it moves like a liquid, and has no pressure. It also doesn't blink between a wave and a double wave when flowing, and you can't test if it follows the flow mechanics because water wheels burn up in magma. What exactly requires verification in it is unclear, as well. Is it just the fact that magma doesn't blink when flowing, or the fact that it follows flow mechanics? --[[User:Eurytus|Eurytus]] 12:44, 19 September 2010 (UTC)&lt;br /&gt;
:Perhaps this could be tested by modding up magma-proof wood? [[User:Cheepicus|Cheepicus]] 23:27, 19 September 2010 (UTC)&lt;br /&gt;
::I did this, and the waterwheels doesn't budge. It still might be that pumped magma produces 'flow' in the target square -- if indeed it does that at all for water, which I'm not sure if I believe. [[User:Cheepicus|Cheepicus]] 09:36, 20 September 2010 (UTC)&lt;br /&gt;
:::I'm going to edit the article to say that magma follows regular fluid motion rules, but for all intents and purposes does not have flow. --[[User:Eurytus|Eurytus]] 19:02, 22 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=127924</id>
		<title>v0.31 Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=127924"/>
		<updated>2010-09-22T18:22:22Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Core vs. Total Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to be able to make stockpiles for just bones and shells, by making a refuse stockpile with only those two enabled. I cannot find either in the stockpile menu any more. --Kydo 07:11, 2 April 2010 (UTC)&lt;br /&gt;
:I find that a stockpile set to only contain 'body parts' will include bones, shells, and skulls, but unfortunately will also include nervous tissue, hair, cartilage, etc.  --[[User:Soronhen|Soronhen]] 21:36, 3 April 2010 (UTC)&lt;br /&gt;
::+1 really annoying. --[[Special:Contributions/92.202.78.49|92.202.78.49]] 10:33, 8 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
A specific stone block stockpile is sitting empty at the surface, while there are dozens of obsidian / gabbro / etc blocks at my mason's workshop. A general 'bar/block stockpile' seems to take it all, but when my forges are set up 50 z-levels below my stone constructions, that isn't very helpful. Potential bug? (BertieB) --[[Special:Contributions/87.194.186.154|87.194.186.154]] 21:24, 3 April 2010 (UTC)&lt;br /&gt;
:Rock blocks are under metal blocks right now. Every rock listed individually. Quite possibly a bug, yes. [[Special:Contributions/130.234.181.158|130.234.181.158]] 22:14, 26 April 2010 (UTC)&lt;br /&gt;
:I have the same thing happen for rock furniture. A stockpile set to accept only rock furniture is sitting empty and all the rock furniture has been put in a metal-only furniture stockpile. Seems that all rock items are viewed as metal items.&lt;br /&gt;
&lt;br /&gt;
==40d version==&lt;br /&gt;
&lt;br /&gt;
Any objections to copying over the 40d version of this article since it's essentially the same thing, perhaps adding an addendum that you can no longer make bone stockpiles but body part stockpiles [[User:Numeral|Numeral]] 18:08, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
This article has been demoted from Dwarven to human, as it contains one red link, and one unverified claim.&lt;br /&gt;
&lt;br /&gt;
== Take from Stockpile ==&lt;br /&gt;
I see it listed here, but in my experience this command doesn't really work in 0.31 yet. Has anybody had any luck at all using take from stockpile in the new system yet? --[[User:Doctorzuber|Doctorzuber]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing Stockpile Option ==&lt;br /&gt;
I am having trouble finding the Wood Blocks stockpile option? Not sure if its just me or if its really hidden, perhaps making a note somewhere in the page would be beneficial to let people know whats going on with this? --[[User:Backlands|--Backlands]] 18:56, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Animal Cages ==&lt;br /&gt;
I cant seem to create a stockpile for empty cages, and a stockpile for full cages. I looked over the entire list of animals but fail to see any method for separating them which is very annoying for trying to keep empty cages near my cage traps, and full cages near my arena. Dose anyone have a way todo this? I also dont see anything related to storage of animal traps, which isnt a problem for me, but its still worth looking into. (EDIT) Nevermind I noticed that U and J toggle empty cages/traps.&lt;br /&gt;
&lt;br /&gt;
== Core vs. Total Quality ==&lt;br /&gt;
Has anyone figured out what the difference between core and total quality are in stockpile settings. I assume the core quality is just the quality designation of the item, but what is total quality?&lt;br /&gt;
:as far as I can figure, core quality refers to the quality of the good itself, while total quality refers to the combination of that with the quality of various decorations and dye. I believe some spading is in order. --[[User:Eurytus|Eurytus]] 18:22, 22 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=127835</id>
		<title>v0.31:Bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=127835"/>
		<updated>2010-09-19T12:57:24Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|12:57, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For built horizontal and vertical bars, see {{L|Bars}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A '''bar''' is a sub-type of building material (interchangeable with a {{L|block}} for that purpose), and is the base individual unit of {{L|metal}}, {{L|charcoal}}, {{L|coke}}, {{L|potash}}, {{L|ash}}, {{L|pearlash}}, and tallow {{L|soap}}.  All {{L|metal}}s are created as bars at a {{L|smelter}}, whether processed from {{L|ore}}s, {{L|alloy}}ed with other metals, or {{L|melt}}ed down from existing metal items.&lt;br /&gt;
&lt;br /&gt;
With the exception of non-{{L|fire-safe}} materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long one made from bars of {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
Most bars are not an end-product, but are then used to produce something else:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Bar of... !! Use &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|ash}} || makes {{L|potash}} or {{L|lye}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|fuel|charcoal &amp;lt;br /&amp;gt;or coke}}|| powering standard {{L|forge}}s, {{L|smelter}}s, {{L|kiln}}s, and {{L|glass furnace}}s,&amp;lt;br /&amp;gt;and for making {{L|pig iron}} and {{L|steel}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal}} || {{L|smith}}ing &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|pearlash}} || needed ingredient for clear or crystal {{L|glass}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|potash}} || used as {{L|fertilizer}}, makes {{L|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|soap}} || {{L|health care}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All types of bars can also be used to build {{L|workshop}}s, {{L|road}}s, {{L|bridge}}s, and other {{L|construction}}s, as well as built as {{L|bars|horizontal or vertical bars}}. (Be aware that some purposes suggest the use of {{L|fire-safe}} materials.)  However, different bars require different {{L|labor}}s to use in such construction projects - {{L|smith}}ing for metal bars and {{L|mason}}ry for all others (including bars of soap).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bars&amp;quot; of {{L|adamantine}} metal are referred to as &amp;quot;wafers&amp;quot;, but when used as building material they function the same as any other bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* {{L|block}}&lt;br /&gt;
:* {{L|stack}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=127834</id>
		<title>v0.31:Bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=127834"/>
		<updated>2010-09-19T12:55:44Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Horizontal and Vertical bars can be built only with bars, and with any kind of bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For built horizontal and vertical bars, see {{L|Bars}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A '''bar''' is a sub-type of building material (interchangeable with a {{L|block}} for that purpose), and is the base individual unit of {{L|metal}}, {{L|charcoal}}, {{L|coke}}, {{L|potash}}, {{L|ash}}, {{L|pearlash}}, and tallow {{L|soap}}.  All {{L|metal}}s are created as bars at a {{L|smelter}}, whether processed from {{L|ore}}s, {{L|alloy}}ed with other metals, or {{L|melt}}ed down from existing metal items.&lt;br /&gt;
&lt;br /&gt;
With the exception of non-{{L|fire-safe}} materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long one made from bars of {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
Most bars are not an end-product, but are then used to produce something else:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Bar of... !! Use &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|ash}} || makes {{L|potash}} or {{L|lye}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|fuel|charcoal &amp;lt;br /&amp;gt;or coke}}|| powering standard {{L|forge}}s, {{L|smelter}}s, {{L|kiln}}s, and {{L|glass furnace}}s,&amp;lt;br /&amp;gt;and for making {{L|pig iron}} and {{L|steel}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal}} || {{L|smith}}ing &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|pearlash}} || needed ingredient for clear or crystal {{L|glass}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|potash}} || used as {{L|fertilizer}}, makes {{L|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|soap}} || {{L|health care}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All types of bars can also be used to build {{L|workshop}}s, {{L|road}}s, {{L|bridge}}s, and other {{L|construction}}s, as well as built as {{L|bars|horizontal or vertical bars}}. (Be aware that some purposes suggest the use of {{L|fire-safe}} materials.)  However, different bars require different {{L|labor}}s to use in such construction projects - {{L|smith}}ing for metal bars and {{L|mason}}ry for all others (including bars of soap).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bars&amp;quot; of {{L|adamantine}} metal are referred to as &amp;quot;wafers&amp;quot;, but when used as building material they function the same as any other bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* {{L|block}}&lt;br /&gt;
:* {{L|stack}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=127833</id>
		<title>v0.31:Bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=127833"/>
		<updated>2010-09-19T12:49:53Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: This property of walls is well documented and described in the magma-safe article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For built horizontal and vertical bars, see {{L|Bars}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A '''bar''' is a sub-type of building material (interchangeable with a {{L|block}} for that purpose), and is the base individual unit of {{L|metal}}, {{L|charcoal}}, {{L|coke}}, {{L|potash}}, {{L|ash}}, {{L|pearlash}}, and tallow {{L|soap}}.  All {{L|metal}}s are created as bars at a {{L|smelter}}, whether processed from {{L|ore}}s, {{L|alloy}}ed with other metals, or {{L|melt}}ed down from existing metal items.&lt;br /&gt;
&lt;br /&gt;
With the exception of non-{{L|fire-safe}} materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long one made from bars of {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
Most bars are not an end-product, but are then used to produce something else:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Bar of... !! Use &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|ash}} || makes {{L|potash}} or {{L|lye}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|fuel|charcoal &amp;lt;br /&amp;gt;or coke}}|| powering standard {{L|forge}}s, {{L|smelter}}s, {{L|kiln}}s, and {{L|glass furnace}}s,&amp;lt;br /&amp;gt;and for making {{L|pig iron}} and {{L|steel}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal}} || {{L|smith}}ing &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|pearlash}} || needed ingredient for clear or crystal {{L|glass}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|potash}} || used as {{L|fertilizer}}, makes {{L|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|soap}} || {{L|health care}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All types of bars can also be used to build {{L|workshop}}s, {{L|road}}s, {{L|bridge}}s, and other {{L|construction}}s, as well as built as {{L|bars|horizontal or vertical bars}}{{verify}}. (Be aware that some purposes suggest the use of {{L|fire-safe}} materials.)  However, different bars require different {{L|labor}}s to use in such construction projects - {{L|smith}}ing for metal bars and {{L|mason}}ry for all others (including bars of soap).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bars&amp;quot; of {{L|adamantine}} metal are referred to as &amp;quot;wafers&amp;quot;, but when used as building material they function the same as any other bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* {{L|block}}&lt;br /&gt;
:* {{L|stack}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=127832</id>
		<title>v0.31 Talk:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=127832"/>
		<updated>2010-09-19T12:44:47Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Magma Flow */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ocean Flow ===&lt;br /&gt;
Will an ocean power a water wheel?--[[User:Mana eater|Anachron]] 13:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
&lt;br /&gt;
I'm considering modifying the note on flow in magma but I'm not sure how. Magma flows in the sense that it moves like a liquid, and has no pressure. It also doesn't blink between a wave and a double wave when flowing, and you can't test if it follows the flow mechanics because water wheels burn up in magma. What exactly requires verification in it is unclear, as well. Is it just the fact that magma doesn't blink when flowing, or the fact that it follows flow mechanics? --[[User:Eurytus|Eurytus]] 12:44, 19 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=127831</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=127831"/>
		<updated>2010-09-19T12:39:26Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|12:39, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by {{L|mechanism}}s such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and {{L|creatures}} to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and {{L|jail}} doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|Trap_design#Water_traps|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis as it is considered a wall when closed. This can be quite useful when built directly bellow a {{l|floor_grate| floor grate}} as this will allow you to quickly empty the liquid from the floor above without the danger of it's {{l|goblin|precious content}} to rummage through your sewer system.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary. A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.&lt;br /&gt;
&lt;br /&gt;
To avoid trapping a dwarf on the wrong side of the floodgate it is building, build walls in the spaces you don’t want the dwarf in ({{k|b}}, {{k|C}}, {{k|w}}).  Then suspend the build order on those walls.  Once the floodgate is built, you can cancel the walls.&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from {{L|sword}}s to {{L|sock}}s to {{L|stone}}s to scorpion {{L|corpse}}s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed {{L|wall}} would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=127830</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=127830"/>
		<updated>2010-09-19T12:38:14Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Activation */ verified. Tested it because I was unsure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by {{L|mechanism}}s such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and {{L|creatures}} to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and {{L|jail}} doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|Trap_design#Water_traps|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis as it is considered a wall when closed. This can be quite useful when built directly bellow a {{l|floor_grate| floor grate}} as this will allow you to quickly empty the liquid from the floor above without the danger of it's {{l|goblin|precious content}} to rummage through your sewer system.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary. A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.&lt;br /&gt;
&lt;br /&gt;
To avoid trapping a dwarf on the wrong side of the floodgate it is building, build walls in the spaces you don’t want the dwarf in ({{k|b}}, {{k|C}}, {{k|w}}).  Then suspend the build order on those walls.  Once the floodgate is built, you can cancel the walls.&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from {{L|sword}}s to {{L|sock}}s to {{L|stone}}s to scorpion {{L|corpse}}s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed {{L|wall}} would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=127829</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=127829"/>
		<updated>2010-09-19T12:33:59Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Placement */  This works, I've used it a lot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by {{L|mechanism}}s such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and {{L|creatures}} to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and {{L|jail}} doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|Trap_design#Water_traps|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis as it is considered a wall when closed. This can be quite useful when built directly bellow a {{l|floor_grate| floor grate}} as this will allow you to quickly empty the liquid from the floor above without the danger of it's {{l|goblin|precious content}} to rummage through your sewer system.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary. A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.&lt;br /&gt;
&lt;br /&gt;
To avoid trapping a dwarf on the wrong side of the floodgate it is building, build walls in the spaces you don’t want the dwarf in ({{k|b}}, {{k|C}}, {{k|w}}).  Then suspend the build order on those walls.  Once the floodgate is built, you can cancel the walls.&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from {{L|sword}}s to {{L|sock}}s to {{L|stone}}s to scorpion {{L|corpse}}s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed {{L|wall}} would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=127827</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=127827"/>
		<updated>2010-09-19T12:26:46Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Verify: */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;br /&gt;
:When you are at the activity zone definition/selection state (right after hitting the Zones key from the main menu), you will see a key listed as &amp;quot;rectangle&amp;quot; (default &amp;quot;e&amp;quot;) on the menu. Pressing that key toggles between three zone creation states: &amp;quot;rectangle&amp;quot; (the default, you set one corner of a rectangle and then the other), &amp;quot;flow&amp;quot; (you select a location and the area is &amp;quot;filled&amp;quot; with the activity zone, just like defining a room, and can be expanded and contracted the same way), and &amp;quot;floor flow&amp;quot; (not sure what the difference between it and &amp;quot;flow&amp;quot; is, anyone else done any testing?). I'm guessing zones don't become a simple property of the map squares where you defined the zone, like stock(p)iles and (d)esignations do. Instead the way you defined the zone is saved, and the area it occupies is re-calculated with every frame, after the zone menu is closed and play resumes. So a &amp;quot;flow-style&amp;quot; activity zone would be one that was originally defined using the &amp;quot;flow&amp;quot; method, and a large one could cause a performance hit at least, simply because its borders need to be recalculated from the definition every frame, which can get pretty complicated for some convoluted fortress designs. --[[Special:Contributions/66.190.120.90|66.190.120.90]] 15:45, 1 May 2010 (UTC)&lt;br /&gt;
::I'm fairly sure the flow area selected does not change shape even if walls originally inhibiting the flow are removed. This is based on observation with making rooms and expanding them. Should be easy to confirm.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:44, 15 June 2010 (UTC)&lt;br /&gt;
::Flow will include but not pass through walls, floor flow will not include walls.  I've had this crash several times, glad it's fixed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:52, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Zone-canceling crash==&lt;br /&gt;
It seems that whenever I cancel a zone while I am still placing it, the game crashes. It's pretty easily avoidable(finish building it, then delete it), but still annoying. Is this happening to anyone else?--[[User:Pvt. Miller|Pvt. Miller]] 21:51, 15 April 2010 (UTC)&lt;br /&gt;
::I can confirm this, happens to me every time. It's a bummer.&lt;br /&gt;
&lt;br /&gt;
== Failure to dump items ==&lt;br /&gt;
&lt;br /&gt;
I have a dozen clothing items on the ground marked for dumping that aren't being dumped. They're not on top of a stockpile, &amp;quot;gather refuse from outside&amp;quot; is turned ON, the items are not forbidden, I have a garbage dump zone AND refuse pile, and dwarves have refuse hauling enabled. I have many idlers. Stone from within my fortress gets dumped, but these clothing items do not. What gives? --[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:12, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sounds like the items are owned. Owned items cannot be dumped. Only the owning dwarf can move them. View the item, and see if it lists an owner. If so, the only way to get them moved is to give the dwarf their own room (bedroom is good), and place a cabinet into that room. The dwarf will eventually grab up their discarded clothes and place them into the cabinet. --[[User:Darkstar|Darkstar]] 17:11, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a similar problem, though the item in question is a random stone, and I have double-checked it is not owned.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also frequently drop food while carrying it somewhere to eat, and it can never be moved again if this happens. Apparently something in the ownership tags gets screwed up, so the food ends up owned by a null &amp;quot;nobody&amp;quot; dwarf that prevents removal of the food by any dwarf, including the one that dropped the food. My trade depot is currently full of miasma due to these unmovable dropped meals. Turning off all jobs except &amp;quot;refuse hauling&amp;quot; only leaves the dwarves that own the food standing around with &amp;quot;No Job.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 03:10, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You probably have some construction designed (and maybe suspended) using that stone, so the stone is reserved for that construction and can't be moved anywhere else. This happened to me a lot when I had a wall around my fortress designed, but suspended: all the materials indicated for building the wall were unavailable for anything else, including dumping. --[[Special:Contributions/188.82.156.156|188.82.156.156]] 20:54, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems hauling is slightly bugged; items which cannot be hauled to their appropriate location can prevent other items from being hauled (there appears to be a hauling queue with a certain number of available slots; if the top of the queue is full of inaccessible items, dumping will come to a grinding halt, and possibly other hauling jobs as well).  If you run into a persistent problem in which dwarves aren't dumping goods, more than likely you have items needing to be hauled which cannot be accessed by any living dwarf (common if you, like me, leave migrants outside the fortress proper to starve to death).  Forbidding inaccessible items -may- resolve the issue, but if not, undesignate all dump orders for inaccessible items, and undesignate all inaccessible stockpiles.  If you use burrows, you may want to temporarily disable them until your dwarves sort their hauling problems out.&lt;br /&gt;
&lt;br /&gt;
== Did I build a floor on top of the dump? ==&lt;br /&gt;
I think I built a floor on top of an outdoors dump zone. Everyone was restricted to burrows. &amp;lt;br /&amp;gt;Zillion cancel-dump-dropoff-inaccessible messages. Miners refused to dig! Removing floor and letting dorfs outdoors... solved. --[[User:TomiTapio|TomiTapio]] 18:29, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== (dwarf) cancels fill pond: cannot find path ==&lt;br /&gt;
&lt;br /&gt;
I keep getting this message, along with a very, very confused dwarf. He seems fine after I cancel a few times, but then either he tries again or someone else does. It isn't much of a problem(yet), but constant spamming is really annoying. I am on Reclaim.&lt;br /&gt;
&lt;br /&gt;
== Verify: ==&lt;br /&gt;
&lt;br /&gt;
I can verify everything that needs verified, except for powder showing up where 1 item of powder is 150 units. This is because at the current point powder does not go into a hospital stockpile and as such this cannot be measured. It can be assumed that it follows the same rules as soap, but at this point it's all conjecture. --[[User:Eurytus|Eurytus]] 12:26, 19 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=127826</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=127826"/>
		<updated>2010-09-19T12:15:16Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Knife user crash: Fixed. */ Added timestamp; didn't work first time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Demonstration Leaders==&lt;br /&gt;
It seems that the only dwarves leading demonstrations are the ones that are the highest in that skill. Will my dwarves not practice wrestling if no one is a wrestler already? I'm going to try and verify this...--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:57, 10 June 2010 (UTC)&lt;br /&gt;
==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
: This information should be verified first. I've already noticed one thing that he was partially incorrect on. He mentions that dwarves won't stop training if min train in set too high but my dwarves will get food when needed and are only unhappy because of how long they've been on duty. It should also be noted that if min train is set to less than the number of dwarves in that squad then only that number of dwarves will train, all others will continue with civ work.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:31, 10 June 2010 (UTC)&lt;br /&gt;
::Forgot to mention that the never stop training bug still applies to the min train setting. You'll just have some dwarves that are marked as civs but are still training. --[[Special:Contributions/99.67.238.66|99.67.238.66]]&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
My Arsenal Dwarf does not appear until I try to make changes with equipment (and the other requirements are fulfilled). If you don't see him when your pop. breaks twenty then try assigning a new uniform then checking the nobles screen--[[Special:Contributions/99.67.238.66|99.67.238.66]] 20:08, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
&lt;br /&gt;
==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==More pages to come, more work to be done==&lt;br /&gt;
&lt;br /&gt;
I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
&lt;br /&gt;
These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
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==Archery==&lt;br /&gt;
&lt;br /&gt;
I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
&lt;br /&gt;
Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm getting the same problem with wrestler, axedwarf, and archer units.  Same settings as above with an arsenal dwarf noble setup with rooms. I've tried them on various schedules, changing their equipment. (ver: df_31_06_wins_s)--Anon 10:08, 22 June 2010&lt;br /&gt;
&lt;br /&gt;
: Archery seems to be entirely broken (up through 31_08 at least).  The only way I've found to get dwarfs to practice archery is to make them hunt.  But even then, practicing archery is only good for... more hunting.  Not that there's anything wrong with that. --[[User:Greycat|Greycat]] 15:08, 23 June 2010 (UTC)&lt;br /&gt;
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::What is the difference between Archery and crossbow?  I've had dwarfs show up with skills in Bow and Archery.  I thought dwarfs didn't (couldn't?) use certain weapons?--[[User:Kwieland|Kwieland]] 01:52, 24 June 2010 (UTC)&lt;br /&gt;
:::At a loose guess, Archery is the skill of hitting faraway things, while Bowdwarf/Marksdwarf/Blowgunner is the skill of using the respective weapon. Like Fighter versus Swordsdwarf.  Dwarves don't MAKE many weapons... but they can USE all but the largest, AFAIK. --[[User:DeMatt|DeMatt]] 01:59, 24 June 2010 (UTC)&lt;br /&gt;
::::40d:Weapon quotes these as two handed sword, great axes, mauls, pikes, and Halbards? Is this still true?  I can have dwarf lashers, etc?--[[User:Kwieland|Kwieland]] 01:44, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equip Assignment Crash Bug ==&lt;br /&gt;
&lt;br /&gt;
Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
&lt;br /&gt;
Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;br /&gt;
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Endless individual training bug?==&lt;br /&gt;
I currently have two wrestlers starving to death and dying of thirst in my barracks after never having come off individual training. I suspect it may have something to do with a couple of rhesus macaques that are running around my fortress and playing havoc with my dwarves jobs. The two dwarves have just stood in one place and not moved. They're not locked in or anything, have checked all the obvious stuff. The job just won't end, it can't be ended on the units menu and can't be ended by removing the dwarves from the military. Whilst I was typing this, one of the starving, dehydrated dwarves just as mysteriously decided to go to bed. Still starving and dehydrated. After standing in place and starving and dying of thirst for ages. :| Baffling. I think this might be a more rare bug but it should be looked into.&lt;br /&gt;
&lt;br /&gt;
Edit: Said dwarf woke up, returned to their combat training. Still starving and dehydrated. And still, not technically in the military anymore. This is nuts :s&lt;br /&gt;
&lt;br /&gt;
:The only luck I've had is to make sure they are assigned to a squad, that their squad is assigned to an unactive alert, and that they are really part of the squad. Sometimes they get stuck in a weird state.  For those, I issue the squad a move order and that sometimes helps.--[[User:Kwieland|Kwieland]] 16:40, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing barracks ==&lt;br /&gt;
&lt;br /&gt;
Does not cause military to stop training ever again at all.  It is in fact the only way to get them to switch barracks it seems, as turning training off makes them still train at the old one [[Special:Contributions/71.134.230.146|71.134.230.146]] 07:37, 29 May 2010 (UTC)&lt;br /&gt;
: Recreate your barracks. Adjust your schedule so that your soldiers stop training. Once they're all on &amp;quot;no job&amp;quot; you should be able to remove the barracks safely. I know this is an awkward workaround, but thanks to the new dwarven work ethic a lot of things are screwed up right now.{{version|0.31.04}} --[[User:Doctorzuber|Doctorzuber]] 09:31, 29 May 2010 (UTC)&lt;br /&gt;
:: No I mean I never run into the no job through barracks deconstruction at all.  I do it all the time [[Special:Contributions/71.134.230.146|71.134.230.146]] 00:27, 30 May 2010 (UTC)&lt;br /&gt;
:I drafted to military four dwarves, gave them weapon and barrack and ordered to train. Oddly, their professions were still civilian - Armorsnith, Bove carver, etc. Then i wanted them to get back to their work, but switching squad to inactive didn't help, they were still practicing. Then i removed room state from armor stand - they became idlers with &amp;quot;No Job&amp;quot; state. Removing armor stand didn't help. Only after complete disbanding squad, removing dwarf from militia capitain noble and recreating squad from scratch they finally became Axedwarf, Macedwarf etc. proceded to their training and succesfully returned to civilian job after deactivating squad. --[[User:Peregarrett|Peregarrett]] 09:15, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forgetful Militia ==&lt;br /&gt;
&lt;br /&gt;
I just figured out my militia and had my trained dwarves set up to be ready for the regular waves of Macaques, and even put in lots of effort to get them quality weapons (Turns out their weapons are the most valuable things we have).&lt;br /&gt;
So the monkeys attack, and my dwarves are at their stations, holding them off. I order one dwarf to simply chase down and kill them one by one. He gets through two, is chasing the third down, and drops his weapon. Cancels retreive equipment because of a nearby Macaque, and then continues chasing it after stopping for a moment without a weapon, and won't STOP chasing it even when I cancel it's orders, order it to his high quality axe and then just remove him from the military roster.&lt;br /&gt;
As a Macaque bee-lines for his axe, I order all the others to kill that one before it reaches it, and they, of course, drop their weapons and charge, and refuse to stop. Every weapon I owned was stolen because they don't know how to move and hold them, losing everything of value that I owned. &amp;gt;:(&lt;br /&gt;
&lt;br /&gt;
Does anybody else run into this infuriating issue?&lt;br /&gt;
&lt;br /&gt;
:Every dorf has the sacred responsibility to drop his weapon before going into combat, lest he injure the enemy, but if you leave them as civilians right up to the instant of combat, they might not get the chance to put away their weapons before being pulled into a fight.  But I haven't managed to get them to ''drop'' their weapons without forbidding the weapon - otherwise given the chance they want to take it back to a faraway stockpile and leave it to the civilians to fight.  I think it might work to try going into the military screen for the squad you've created, hitting &amp;quot;e&amp;quot; for equip, &amp;quot;W&amp;quot; for weapon, and choose ''specific weapon'' from the menu, then choose that particular dorf's specific weapon.  Note that this one option gives you the green check mark right away, no arsenal dorf input required.  But I'd still bet they'll drop the weapons just as a matter of civic duty... [[User:Dorf and Dumb|Dorf and Dumb]] 21:34, 26 June 2010 (UTC)&lt;br /&gt;
::Right now, Kill orders are buggy in that fashion.  However, MOVE orders tend to work as advertised.  So, if you're moving your squads around, they might reequip before they obey your first Move order, but they won't reequip between slaughtering stuff and following your next Move order.  Not perfect, but close.  Do note that after a soldier uses his weapon for a while (for training, say), he'll keep it and it'll become forbidden. --[[User:DeMatt|DeMatt]] 06:03, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function. (or, at least, I've read all this and I'm still confused).&lt;br /&gt;
&lt;br /&gt;
== Is equipment weight to blame? ==&lt;br /&gt;
&lt;br /&gt;
I was just trying to figure out how to get some dorfs to fight Plump Helmet Men (very nice creatures who seem to pose no hazard, leaving them to act on their own).  Hunting works, but so far what I'm seeing from the military is dorfs running out with crossbows and no ammo and standing close by their purple-helmeted friends without doing anything nasty, or heading out with crossbows and barrels of booze, then realizing once they get there that they have to put the booze back, then coming out and doing as before, or even dorfs with axes and full armor standing by the plump helmet men, and doing nothing.  The only way I get them to actually FIGHT is to hit enter in the equip screen to cancel all their equipment, and then they ravish the plump helmet men down to reds all up and down the list of washable parts.  (If they can do anything more than that, it must require a ''very'' long period of intense squeezing and stroking)&lt;br /&gt;
&lt;br /&gt;
Anyway, I wonder if the dorfs just aren't strong enough to hold everything ''in combat'' even though they carry it normally to get to combat, and their response is to stand still? [[User:Dorf and Dumb|Dorf and Dumb]] 21:25, 26 June 2010 (UTC)&lt;br /&gt;
:Doubt it.  I've got soldiers who are quite happy to implement [http://df.magmawiki.com/index.php/File:Champions.png divorce proceedings], using an assortment of assigned weaponry.  All melee, though, the only thing my ranged dwarves like to do is bash things.  Are those Plump Helmet Men actually hostile, or at least &amp;quot;Wild Animals&amp;quot;?  Are you using a Kill order, a Move order, or are you positioning them with a schedule order? --[[User:DeMatt|DeMatt]] 06:11, 27 June 2010 (UTC)&lt;br /&gt;
::It was a plain kill order.  The other stuff looks too complicated ;) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dorf and Dumb|Dorf and Dumb]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:There ya go.  Use a Move order ({{k|m}} in the squad menu, as opposed to {{k|k}} for a kill order) to move your squads in the vicinity of hostile targets, and let them decide to kill stuff.  It works better.  Of course, they'll ignore friendly targets. --[[User:DeMatt|DeMatt]] 20:25, 27 June 2010 (UTC)&lt;br /&gt;
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== Knife user crash: Fixed. ==&lt;br /&gt;
&lt;br /&gt;
Can anyone else confirm that it's definitely fixed now? I'm playing 31.13 and one of my dwarves is a wrestler on my military screen because he picked up a large steel dagger off a kobold thief early into my fortress and refuses to drop it. He's now a high master knife user and I can manipulate his squad just fine with no crashings. --[[User:Eurytus|Eurytus]] 12:15, 19 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=127825</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=127825"/>
		<updated>2010-09-19T12:14:15Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Knife user crash: Fixed. */ new section&lt;/p&gt;
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&lt;div&gt;==Demonstration Leaders==&lt;br /&gt;
It seems that the only dwarves leading demonstrations are the ones that are the highest in that skill. Will my dwarves not practice wrestling if no one is a wrestler already? I'm going to try and verify this...--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:57, 10 June 2010 (UTC)&lt;br /&gt;
==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
: This information should be verified first. I've already noticed one thing that he was partially incorrect on. He mentions that dwarves won't stop training if min train in set too high but my dwarves will get food when needed and are only unhappy because of how long they've been on duty. It should also be noted that if min train is set to less than the number of dwarves in that squad then only that number of dwarves will train, all others will continue with civ work.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:31, 10 June 2010 (UTC)&lt;br /&gt;
::Forgot to mention that the never stop training bug still applies to the min train setting. You'll just have some dwarves that are marked as civs but are still training. --[[Special:Contributions/99.67.238.66|99.67.238.66]]&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
My Arsenal Dwarf does not appear until I try to make changes with equipment (and the other requirements are fulfilled). If you don't see him when your pop. breaks twenty then try assigning a new uniform then checking the nobles screen--[[Special:Contributions/99.67.238.66|99.67.238.66]] 20:08, 14 June 2010 (UTC)&lt;br /&gt;
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==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
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==Under 'Forming Squads'==&lt;br /&gt;
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&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
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Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
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:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
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Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
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Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
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I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
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==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
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==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
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Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
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Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
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Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
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Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
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==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
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== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
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==More pages to come, more work to be done==&lt;br /&gt;
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I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
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== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
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These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
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==Archery==&lt;br /&gt;
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I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
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Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
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: I'm getting the same problem with wrestler, axedwarf, and archer units.  Same settings as above with an arsenal dwarf noble setup with rooms. I've tried them on various schedules, changing their equipment. (ver: df_31_06_wins_s)--Anon 10:08, 22 June 2010&lt;br /&gt;
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: Archery seems to be entirely broken (up through 31_08 at least).  The only way I've found to get dwarfs to practice archery is to make them hunt.  But even then, practicing archery is only good for... more hunting.  Not that there's anything wrong with that. --[[User:Greycat|Greycat]] 15:08, 23 June 2010 (UTC)&lt;br /&gt;
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::What is the difference between Archery and crossbow?  I've had dwarfs show up with skills in Bow and Archery.  I thought dwarfs didn't (couldn't?) use certain weapons?--[[User:Kwieland|Kwieland]] 01:52, 24 June 2010 (UTC)&lt;br /&gt;
:::At a loose guess, Archery is the skill of hitting faraway things, while Bowdwarf/Marksdwarf/Blowgunner is the skill of using the respective weapon. Like Fighter versus Swordsdwarf.  Dwarves don't MAKE many weapons... but they can USE all but the largest, AFAIK. --[[User:DeMatt|DeMatt]] 01:59, 24 June 2010 (UTC)&lt;br /&gt;
::::40d:Weapon quotes these as two handed sword, great axes, mauls, pikes, and Halbards? Is this still true?  I can have dwarf lashers, etc?--[[User:Kwieland|Kwieland]] 01:44, 25 June 2010 (UTC)&lt;br /&gt;
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== Equip Assignment Crash Bug ==&lt;br /&gt;
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Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
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Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;br /&gt;
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)&lt;br /&gt;
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==Endless individual training bug?==&lt;br /&gt;
I currently have two wrestlers starving to death and dying of thirst in my barracks after never having come off individual training. I suspect it may have something to do with a couple of rhesus macaques that are running around my fortress and playing havoc with my dwarves jobs. The two dwarves have just stood in one place and not moved. They're not locked in or anything, have checked all the obvious stuff. The job just won't end, it can't be ended on the units menu and can't be ended by removing the dwarves from the military. Whilst I was typing this, one of the starving, dehydrated dwarves just as mysteriously decided to go to bed. Still starving and dehydrated. After standing in place and starving and dying of thirst for ages. :| Baffling. I think this might be a more rare bug but it should be looked into.&lt;br /&gt;
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Edit: Said dwarf woke up, returned to their combat training. Still starving and dehydrated. And still, not technically in the military anymore. This is nuts :s&lt;br /&gt;
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:The only luck I've had is to make sure they are assigned to a squad, that their squad is assigned to an unactive alert, and that they are really part of the squad. Sometimes they get stuck in a weird state.  For those, I issue the squad a move order and that sometimes helps.--[[User:Kwieland|Kwieland]] 16:40, 28 May 2010 (UTC)&lt;br /&gt;
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== Deconstructing barracks ==&lt;br /&gt;
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Does not cause military to stop training ever again at all.  It is in fact the only way to get them to switch barracks it seems, as turning training off makes them still train at the old one [[Special:Contributions/71.134.230.146|71.134.230.146]] 07:37, 29 May 2010 (UTC)&lt;br /&gt;
: Recreate your barracks. Adjust your schedule so that your soldiers stop training. Once they're all on &amp;quot;no job&amp;quot; you should be able to remove the barracks safely. I know this is an awkward workaround, but thanks to the new dwarven work ethic a lot of things are screwed up right now.{{version|0.31.04}} --[[User:Doctorzuber|Doctorzuber]] 09:31, 29 May 2010 (UTC)&lt;br /&gt;
:: No I mean I never run into the no job through barracks deconstruction at all.  I do it all the time [[Special:Contributions/71.134.230.146|71.134.230.146]] 00:27, 30 May 2010 (UTC)&lt;br /&gt;
:I drafted to military four dwarves, gave them weapon and barrack and ordered to train. Oddly, their professions were still civilian - Armorsnith, Bove carver, etc. Then i wanted them to get back to their work, but switching squad to inactive didn't help, they were still practicing. Then i removed room state from armor stand - they became idlers with &amp;quot;No Job&amp;quot; state. Removing armor stand didn't help. Only after complete disbanding squad, removing dwarf from militia capitain noble and recreating squad from scratch they finally became Axedwarf, Macedwarf etc. proceded to their training and succesfully returned to civilian job after deactivating squad. --[[User:Peregarrett|Peregarrett]] 09:15, 1 June 2010 (UTC)&lt;br /&gt;
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== Forgetful Militia ==&lt;br /&gt;
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I just figured out my militia and had my trained dwarves set up to be ready for the regular waves of Macaques, and even put in lots of effort to get them quality weapons (Turns out their weapons are the most valuable things we have).&lt;br /&gt;
So the monkeys attack, and my dwarves are at their stations, holding them off. I order one dwarf to simply chase down and kill them one by one. He gets through two, is chasing the third down, and drops his weapon. Cancels retreive equipment because of a nearby Macaque, and then continues chasing it after stopping for a moment without a weapon, and won't STOP chasing it even when I cancel it's orders, order it to his high quality axe and then just remove him from the military roster.&lt;br /&gt;
As a Macaque bee-lines for his axe, I order all the others to kill that one before it reaches it, and they, of course, drop their weapons and charge, and refuse to stop. Every weapon I owned was stolen because they don't know how to move and hold them, losing everything of value that I owned. &amp;gt;:(&lt;br /&gt;
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Does anybody else run into this infuriating issue?&lt;br /&gt;
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:Every dorf has the sacred responsibility to drop his weapon before going into combat, lest he injure the enemy, but if you leave them as civilians right up to the instant of combat, they might not get the chance to put away their weapons before being pulled into a fight.  But I haven't managed to get them to ''drop'' their weapons without forbidding the weapon - otherwise given the chance they want to take it back to a faraway stockpile and leave it to the civilians to fight.  I think it might work to try going into the military screen for the squad you've created, hitting &amp;quot;e&amp;quot; for equip, &amp;quot;W&amp;quot; for weapon, and choose ''specific weapon'' from the menu, then choose that particular dorf's specific weapon.  Note that this one option gives you the green check mark right away, no arsenal dorf input required.  But I'd still bet they'll drop the weapons just as a matter of civic duty... [[User:Dorf and Dumb|Dorf and Dumb]] 21:34, 26 June 2010 (UTC)&lt;br /&gt;
::Right now, Kill orders are buggy in that fashion.  However, MOVE orders tend to work as advertised.  So, if you're moving your squads around, they might reequip before they obey your first Move order, but they won't reequip between slaughtering stuff and following your next Move order.  Not perfect, but close.  Do note that after a soldier uses his weapon for a while (for training, say), he'll keep it and it'll become forbidden. --[[User:DeMatt|DeMatt]] 06:03, 27 June 2010 (UTC)&lt;br /&gt;
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== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
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Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function. (or, at least, I've read all this and I'm still confused).&lt;br /&gt;
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== Is equipment weight to blame? ==&lt;br /&gt;
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I was just trying to figure out how to get some dorfs to fight Plump Helmet Men (very nice creatures who seem to pose no hazard, leaving them to act on their own).  Hunting works, but so far what I'm seeing from the military is dorfs running out with crossbows and no ammo and standing close by their purple-helmeted friends without doing anything nasty, or heading out with crossbows and barrels of booze, then realizing once they get there that they have to put the booze back, then coming out and doing as before, or even dorfs with axes and full armor standing by the plump helmet men, and doing nothing.  The only way I get them to actually FIGHT is to hit enter in the equip screen to cancel all their equipment, and then they ravish the plump helmet men down to reds all up and down the list of washable parts.  (If they can do anything more than that, it must require a ''very'' long period of intense squeezing and stroking)&lt;br /&gt;
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Anyway, I wonder if the dorfs just aren't strong enough to hold everything ''in combat'' even though they carry it normally to get to combat, and their response is to stand still? [[User:Dorf and Dumb|Dorf and Dumb]] 21:25, 26 June 2010 (UTC)&lt;br /&gt;
:Doubt it.  I've got soldiers who are quite happy to implement [http://df.magmawiki.com/index.php/File:Champions.png divorce proceedings], using an assortment of assigned weaponry.  All melee, though, the only thing my ranged dwarves like to do is bash things.  Are those Plump Helmet Men actually hostile, or at least &amp;quot;Wild Animals&amp;quot;?  Are you using a Kill order, a Move order, or are you positioning them with a schedule order? --[[User:DeMatt|DeMatt]] 06:11, 27 June 2010 (UTC)&lt;br /&gt;
::It was a plain kill order.  The other stuff looks too complicated ;) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dorf and Dumb|Dorf and Dumb]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:There ya go.  Use a Move order ({{k|m}} in the squad menu, as opposed to {{k|k}} for a kill order) to move your squads in the vicinity of hostile targets, and let them decide to kill stuff.  It works better.  Of course, they'll ignore friendly targets. --[[User:DeMatt|DeMatt]] 20:25, 27 June 2010 (UTC)&lt;br /&gt;
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== Knife user crash: Fixed. ==&lt;br /&gt;
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Can anyone else confirm that it's definitely fixed now? I'm playing 31.13 and one of my dwarves is a wrestler on my military screen because he picked up a large steel dagger off a kobold thief early into my fortress and refuses to drop it. He's now a high master knife user and I can manipulate his squad just fine with no crashings. --[[User:Eurytus|Eurytus]]&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=127689</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=127689"/>
		<updated>2010-09-16T20:21:24Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Woodcrafter mood? */&lt;/p&gt;
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&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
&lt;br /&gt;
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And another bug... ==&lt;br /&gt;
&lt;br /&gt;
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
&lt;br /&gt;
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell mood murder ==&lt;br /&gt;
&lt;br /&gt;
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange problem with moods ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Woodcrafter mood? ==&lt;br /&gt;
&lt;br /&gt;
I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
::Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127687</id>
		<title>v0.31 Talk:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127687"/>
		<updated>2010-09-16T20:09:21Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Bituminous coal, lignite vs. wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exotic Woods==&lt;br /&gt;
Given the relative expansion of underground wood-bearing substances, which possess unusual properties or colors, and the utility of some woods for certain products over others (blood thorn and glumprong for ballista bolts, feather-tree for barrels, buckets, sparring weapons, etc.), would it be worth expanding this article to talk about that in more detail? I've also been playing a bit with trading (i.e. you can trade for feather tree wood but not glumprong); trying to see if Dwarf civilizations will trade blood thorn logs or the like, but haven't had any luck. Guess they don't hit those deep down caverns, eh? -- [[User:Ancient History|Ancient History]] 22:38, 22 July 2010 (UTC)&lt;br /&gt;
:They trade tower-cap, don't they? Well, your wagon is usually tower-cap. I'm preety sure it's cause Glumprong and Blood Thorn are [EVIL] woods, and dwarves don't settle in [EVIL] areas. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 16:31, 29 July 2010 (UTC)&lt;br /&gt;
::Blood thorns aren't evil, they're just found only in the lowest cavern level. Presumably, dwarven civilizations only have access to the 1st cavern layer, which is what prevents them from offering anything other than tower-caps and fungiwood. --[[User:Quietust|Quietust]] 19:59, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wood Colors ==&lt;br /&gt;
&lt;br /&gt;
This isn't particularly important but I'm pretty obsessed with making objects of all the different colors.  So when I realized that fungiwood barrels were brown instead of yellow, I looked into how the colors work.  Apparently most items made out of wood preserve the color and the brightness of the wood, but a certain few items preserve the color but always set the brightness to 0.  These are: barrels, doors, cages, bins, floodgates, and hatch covers.  If you build any of those out of fungiwood, they'll be brown.  If you build anything else out of fungiwood, it will be yellow.  Similarly, tower-cap barrels are light gray and not white.&lt;br /&gt;
&lt;br /&gt;
I don't know if this is even worth including, or if it should go in carpentry or what, but I figured I'd mention it somewhere so if anyone else thinks it's important enough to include they can.&lt;br /&gt;
&lt;br /&gt;
Also, bags preserve the brightness of the thread, so it doesn't seem to be related to containers.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 02:43, 31 July 2010 (UTC)&lt;br /&gt;
:Barrels are just a &amp;quot;division&amp;quot; symbol &amp;quot;÷&amp;quot; with a colored background, and background colors can only be &amp;quot;dark&amp;quot;: black, dark red, dark green, dark blue, purple, teal, brown, and ''light'' gray (dark gray is actually &amp;quot;bright black&amp;quot;). --[[User:Quietust|Quietust]] 02:52, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I use a graphics set so I wasn't aware that there was any background stuff going on.  I guess that answers my question.  I still wish I could get brightly-colored barrels, though.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 04:09, 31 July 2010 (UTC)&lt;br /&gt;
: mod colors if you really wanted to.&lt;br /&gt;
&lt;br /&gt;
== Underground Saplings ==&lt;br /&gt;
&amp;quot;Underground areas will only start to sprout saplings once you have hit the caverns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had my last couple of fortresses start growing saplings from the moment I muddied my farming areas, just before I actually built the plots. Is it a bug or not?  I usually irrigate right out of a brook, if it makes a difference.&lt;br /&gt;
&lt;br /&gt;
== Bituminous coal, lignite vs. wood ==&lt;br /&gt;
&amp;quot;Bituminous coal without magma triples the effective output of wood, lignite doubles it.&amp;quot; I havn't played much, but coal and lignite doubles and matches wood output. Am I missing something? [[User:Taerh|Taerh]] 18:15, 6 September 2010 (UTC)&lt;br /&gt;
:One wood log can be burned to produce one unit of charcoal, good for one metalworking job. If you use that unit of charcoal to process bituminous coal, you get 3 units of coke, enough for 3 metalworking jobs (hence tripling the effective output). --[[User:Quietust|Quietust]] 23:06, 6 September 2010 (UTC)&lt;br /&gt;
:according to [[DF2010:Bituminous coal]] you need a coal for the stone coals -- therefore 3-1 =2 (doubling) and lignate matches by the same math. -- which is correct -- this page or that one?&lt;br /&gt;
::You don't need any fuel to make charcoal, you just need a wood log. You DO need a unit of fuel to make coke, but the output is 3 bars of fuel.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:56, 16 September 2010 (UTC)&lt;br /&gt;
:::In other words, 1 wood log by itself makes 1 unit of fuel, 1 hunk of lignite plus 1 wood log (burned into charcoal) makes 2 units of fuel, and 1 hunk of bituminous coal plus 1 wood log (burned into charcoal) makes 3 units of fuel. --[[User:Quietust|Quietust]] 19:09, 16 September 2010 (UTC)&lt;br /&gt;
::::That math is off, here's how it works. In the case of wood, 1 wood = 1 charcoal. In the case of Bituminous coal, 1 wood = 1 charcoal = 3 coke; the math in this reaction is 1 - 1 + 3. When using Lignite, it's similar; 1 wood = 1 charcoal = 2 coke; 1 - 1 + 2. So bituminous coal triples the effect of wood, because you end up with 3 fuel rather than 1. Lignite doubles the effect of wood, because you end up with 2 fuel rather than 1.--[[User:Eurytus|Eurytus]] 20:09, 16 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127686</id>
		<title>v0.31 Talk:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127686"/>
		<updated>2010-09-16T20:09:03Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Bituminous coal, lignite vs. wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exotic Woods==&lt;br /&gt;
Given the relative expansion of underground wood-bearing substances, which possess unusual properties or colors, and the utility of some woods for certain products over others (blood thorn and glumprong for ballista bolts, feather-tree for barrels, buckets, sparring weapons, etc.), would it be worth expanding this article to talk about that in more detail? I've also been playing a bit with trading (i.e. you can trade for feather tree wood but not glumprong); trying to see if Dwarf civilizations will trade blood thorn logs or the like, but haven't had any luck. Guess they don't hit those deep down caverns, eh? -- [[User:Ancient History|Ancient History]] 22:38, 22 July 2010 (UTC)&lt;br /&gt;
:They trade tower-cap, don't they? Well, your wagon is usually tower-cap. I'm preety sure it's cause Glumprong and Blood Thorn are [EVIL] woods, and dwarves don't settle in [EVIL] areas. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 16:31, 29 July 2010 (UTC)&lt;br /&gt;
::Blood thorns aren't evil, they're just found only in the lowest cavern level. Presumably, dwarven civilizations only have access to the 1st cavern layer, which is what prevents them from offering anything other than tower-caps and fungiwood. --[[User:Quietust|Quietust]] 19:59, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wood Colors ==&lt;br /&gt;
&lt;br /&gt;
This isn't particularly important but I'm pretty obsessed with making objects of all the different colors.  So when I realized that fungiwood barrels were brown instead of yellow, I looked into how the colors work.  Apparently most items made out of wood preserve the color and the brightness of the wood, but a certain few items preserve the color but always set the brightness to 0.  These are: barrels, doors, cages, bins, floodgates, and hatch covers.  If you build any of those out of fungiwood, they'll be brown.  If you build anything else out of fungiwood, it will be yellow.  Similarly, tower-cap barrels are light gray and not white.&lt;br /&gt;
&lt;br /&gt;
I don't know if this is even worth including, or if it should go in carpentry or what, but I figured I'd mention it somewhere so if anyone else thinks it's important enough to include they can.&lt;br /&gt;
&lt;br /&gt;
Also, bags preserve the brightness of the thread, so it doesn't seem to be related to containers.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 02:43, 31 July 2010 (UTC)&lt;br /&gt;
:Barrels are just a &amp;quot;division&amp;quot; symbol &amp;quot;÷&amp;quot; with a colored background, and background colors can only be &amp;quot;dark&amp;quot;: black, dark red, dark green, dark blue, purple, teal, brown, and ''light'' gray (dark gray is actually &amp;quot;bright black&amp;quot;). --[[User:Quietust|Quietust]] 02:52, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I use a graphics set so I wasn't aware that there was any background stuff going on.  I guess that answers my question.  I still wish I could get brightly-colored barrels, though.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 04:09, 31 July 2010 (UTC)&lt;br /&gt;
: mod colors if you really wanted to.&lt;br /&gt;
&lt;br /&gt;
== Underground Saplings ==&lt;br /&gt;
&amp;quot;Underground areas will only start to sprout saplings once you have hit the caverns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had my last couple of fortresses start growing saplings from the moment I muddied my farming areas, just before I actually built the plots. Is it a bug or not?  I usually irrigate right out of a brook, if it makes a difference.&lt;br /&gt;
&lt;br /&gt;
== Bituminous coal, lignite vs. wood ==&lt;br /&gt;
&amp;quot;Bituminous coal without magma triples the effective output of wood, lignite doubles it.&amp;quot; I havn't played much, but coal and lignite doubles and matches wood output. Am I missing something? [[User:Taerh|Taerh]] 18:15, 6 September 2010 (UTC)&lt;br /&gt;
:One wood log can be burned to produce one unit of charcoal, good for one metalworking job. If you use that unit of charcoal to process bituminous coal, you get 3 units of coke, enough for 3 metalworking jobs (hence tripling the effective output). --[[User:Quietust|Quietust]] 23:06, 6 September 2010 (UTC)&lt;br /&gt;
:according to [[DF2010:Bituminous coal]] you need a coal for the stone coals -- therefore 3-1 =2 (doubling) and lignate matches by the same math. -- which is correct -- this page or that one?&lt;br /&gt;
::You don't need any fuel to make charcoal, you just need a wood log. You DO need a unit of fuel to make coke, but the output is 3 bars of fuel.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:56, 16 September 2010 (UTC)&lt;br /&gt;
:::In other words, 1 wood log by itself makes 1 unit of fuel, 1 hunk of lignite plus 1 wood log (burned into charcoal) makes 2 units of fuel, and 1 hunk of bituminous coal plus 1 wood log (burned into charcoal) makes 3 units of fuel. --[[User:Quietust|Quietust]] 19:09, 16 September 2010 (UTC)&lt;br /&gt;
::::That math is off, here's how it works. In the case of wood, 1 wood = 1 charcoal. In the case of Bituminous coal, 1 wood = 1 charcoal = 3 coke; the math in this reaction is 1 - 1 + 3. When using Lignite, it's similar; 1 wood = 1 charcoal = 2 coke; 1 - 1 + 2. So bituminous coal triples the effect of wood, because you end up with 3 fuel rather than 1. Lignite doubles the effect of wood, because you end up with 2 fuel rather than 1.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=127649</id>
		<title>v0.31 Talk:Helmet snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=127649"/>
		<updated>2010-09-15T21:52:18Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Unreliable advice? */  Daggum it. I always forget my sig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;Eating the poison itself, counterintuitively, is also perfectly safe, due to the way the game handles poisons.&amp;quot;''&lt;br /&gt;
This could make more sense than it seems. The poison causes necrotosis, therefore would require to be in the muscle tissue or bloodstream. The dwarven digestive system could contain an acid strong enough to dissolve the poison, or the mucous lining of the stomach and digestive tract could be strong enough to repel the poison.&lt;br /&gt;
And yes. I am starting a disscussion over dwarven anatomy. --[[User:Libelnon|Libelnon]] 10:03, 27 April 2010 (UTC)&lt;br /&gt;
::Since we're being pedantic, why not point out that even though it makes a certain amount of sense, once thought about, the fact that &amp;quot;eating the poison... is perfectly safe&amp;quot; is still counterintuitive, as one's intuition would be to keep it out of contact with one's critters entirely. BAM! You got '''logic'd!''' --[[User:Zombiejustice|Zombiejustice]] 11:47, 27 April 2010 (UTC)&lt;br /&gt;
:::Ah, but then you get snake charmers who drink snake venom quite often with no ill effects. In fact, it's apparently a good source of protein. --[[User:Libelnon|Libelnon]] 14:57, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreliable advice? ==&lt;br /&gt;
&lt;br /&gt;
The article describes the dangers of helmet snakes in significant detail, as well as providing advice on how to use them against enemies, but helmet snakes '''don't actually exist''' because they lack the [LARGE_ROAMING] token in their raws, so all of this advice seems rather suspect. --[[User:Quietust|Quietust]] 15:53, 15 September 2010 (UTC)&lt;br /&gt;
:The way I see it, it's possible that somebody added the necessary tokens to the raws to make helmet snakes exist specifically so they could spade helmet snakes. Still not really viable advice all things considered.--[[User:Eurytus|Eurytus]] 21:52, 15 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=127648</id>
		<title>v0.31 Talk:Helmet snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=127648"/>
		<updated>2010-09-15T21:51:52Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Unreliable advice? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;Eating the poison itself, counterintuitively, is also perfectly safe, due to the way the game handles poisons.&amp;quot;''&lt;br /&gt;
This could make more sense than it seems. The poison causes necrotosis, therefore would require to be in the muscle tissue or bloodstream. The dwarven digestive system could contain an acid strong enough to dissolve the poison, or the mucous lining of the stomach and digestive tract could be strong enough to repel the poison.&lt;br /&gt;
And yes. I am starting a disscussion over dwarven anatomy. --[[User:Libelnon|Libelnon]] 10:03, 27 April 2010 (UTC)&lt;br /&gt;
::Since we're being pedantic, why not point out that even though it makes a certain amount of sense, once thought about, the fact that &amp;quot;eating the poison... is perfectly safe&amp;quot; is still counterintuitive, as one's intuition would be to keep it out of contact with one's critters entirely. BAM! You got '''logic'd!''' --[[User:Zombiejustice|Zombiejustice]] 11:47, 27 April 2010 (UTC)&lt;br /&gt;
:::Ah, but then you get snake charmers who drink snake venom quite often with no ill effects. In fact, it's apparently a good source of protein. --[[User:Libelnon|Libelnon]] 14:57, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreliable advice? ==&lt;br /&gt;
&lt;br /&gt;
The article describes the dangers of helmet snakes in significant detail, as well as providing advice on how to use them against enemies, but helmet snakes '''don't actually exist''' because they lack the [LARGE_ROAMING] token in their raws, so all of this advice seems rather suspect. --[[User:Quietust|Quietust]] 15:53, 15 September 2010 (UTC)&lt;br /&gt;
:The way I see it, it's possible that somebody added the necessary tokens to the raws to make helmet snakes exist specifically so they could spade helmet snakes. Still not really viable advice all things considered.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elf&amp;diff=127647</id>
		<title>v0.31 Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elf&amp;diff=127647"/>
		<updated>2010-09-15T21:39:11Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Demands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Confirm that trading leather is a no no? [[User:Cpad|Cpad]] 02:04, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:see update. leather is fine in all forms. --[[User:Birthright|Birthright]] 16:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Needs game data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures that you purchase from them do not appear to breed, even if you have enough of both genders chained or caged in close proximity. Perhaps the elves practice spay/neuter policies with the creatures they trade? [[User:Volouscheur|Volouscheur]] 21:59, 21 April 2010 (UTC)&lt;br /&gt;
:That's nothing to do with Elves, it's just that caged animals don't breed. Not sure about chained ones. Incidentally, proximity has nothing to do with breeding at present - everything seems to reproduce through spores :) [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
::Chained cows, horses, dogs, etc. breed when chained (gotta be via spores), so I would expect more exotic animals would do the same. --[[User:MisterB777|MisterB777]] 22:01, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Removed text==&lt;br /&gt;
&lt;br /&gt;
Removed this section as it's not encyclopaedic (or very well-written):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;They are hypocritical, cowardly (Choosing ranged weapons over axes), and &amp;quot;ye best keep your wits about ye&amp;quot; when they are on your map. To sum things up they are not Dwarves... or even Humans (Or even close to Humans), and should therefore be treated as enemies.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It might be worth including something to the effect of &amp;quot;many players refer to the Elves as 'treehugging hippies' and the like&amp;quot;.&lt;br /&gt;
[[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think that that is a good sport of comedy, and should be put back (with a &amp;quot;D for Dwarf&amp;quot; banner above it).  --[[User:Arkenstone|Arkenstone]] 21:46, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify that Elves still demand you limit deforestation in 0.31? [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
:I got a screenshot from 0.31.12 that shows that they do, but I'm on a new laptop and forgot my password, working on fixing it so I can upload it (my username's Arkenstone, you see I posted below) --[[Special:Contributions/67.167.194.192|67.167.194.192]] 04:19, 26 July 2010 (UTC)&lt;br /&gt;
:Not only do they demand a limit to your deforestation, but they seem to know when you cut down mushrooms in the caverns down deep too. [[User:Nadal|Nadal]] 7:36, 19 August 2010 (UTC)&lt;br /&gt;
::Elves still set tree limits, and count the trees you cut, not just what's in your stockpile when they show up.  There is a counter on the civ screen, mine currently reads -405/105, because I've cut down 4 times as many trees as I agreed to.  Not sure how mad they're gonna be about all the new charcoal. --[[User:Jmz|Jmz]] 01:28, 21 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
And do the still refuse meat?  --[[User:Arkenstone|Arkenstone]] 21:46, 28 April 2010 (UTC)&lt;br /&gt;
:I just tested it, as I've gotten into the habit of checking pages and their talk pages when I'm wondering about something currently going on in my fort. Elves in this version do indeed accept meat, as well as fish, bone and other refuse derivatives, leather, and totems. As usual, you still have to be careful of trying to trade them the barrel the meat is contained in. I'm going to remove the verify tags regarding this from the page, if anybody wants proof in screencap form I'll gladly provide it. --[[User:Eurytus|Eurytus]] 20:53, 15 September 2010 (UTC)&lt;br /&gt;
::You should probably report that on the bug tracker if it isn't there already - most of those materials have [IMPLIES_ANIMAL_KILL], so elves should be utterly mortified by any attempts to trade them. --[[User:Quietust|Quietust]] 21:21, 15 September 2010 (UTC)&lt;br /&gt;
:::I reported it, although I'm not sure if it's a bug or if Toady just made it so that Elves only reject wood-related items now. --[[User:Eurytus|Eurytus]] 21:39, 15 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=127632</id>
		<title>v0.31:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=127632"/>
		<updated>2010-09-15T20:54:07Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Verified: See talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:51, 9 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Elf&lt;br /&gt;
|symbol=E|color=3:0:0&lt;br /&gt;
|biome=* Any&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized creature dedicated to the ruthless protection of nature''&lt;br /&gt;
&lt;br /&gt;
Elves are humanoids dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive in late spring. During {{L|trade}}, elves will '''not''' accept wood, wooden items or any goods {{L|Decoration|decorated}} with wood. This includes  ''clear'' and ''crystal'' {{l|glass}} items and soap, because wood-derived {{L|lye}} and {{L|pearlash}} are used in their production. Elves will, however, gladly trade you their own wooden items. They will not, however, accept their wooden items back. Be careful to not offer them your wooden bins or barrels. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot.&lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items quickly causes them to refuse further trade this year and leave early.&amp;lt;br&amp;gt;&lt;br /&gt;
Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an {{l|ambush}}.&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as their {{L|Cage|cages}} are not wooden.&lt;br /&gt;
&lt;br /&gt;
They also accept ''raw'' clear glass and ''raw'' crystal glass, despite the fact that they are made using {{l|pearlash}}. &lt;br /&gt;
&lt;br /&gt;
Elves generally bring all kinds of wooden items like barrels and cages, animals, alcohol, plant fiber and its products as well as small quantities of weapons and plants. They usually bring tamed rare animals, which may be important if you want to have {{L|Giant eagle|battle eagles}} or some other beasts for your army and zoo.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elf&amp;diff=127631</id>
		<title>v0.31 Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elf&amp;diff=127631"/>
		<updated>2010-09-15T20:53:21Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Demands */  verifying acceptance of non-wood items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Confirm that trading leather is a no no? [[User:Cpad|Cpad]] 02:04, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:see update. leather is fine in all forms. --[[User:Birthright|Birthright]] 16:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Needs game data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures that you purchase from them do not appear to breed, even if you have enough of both genders chained or caged in close proximity. Perhaps the elves practice spay/neuter policies with the creatures they trade? [[User:Volouscheur|Volouscheur]] 21:59, 21 April 2010 (UTC)&lt;br /&gt;
:That's nothing to do with Elves, it's just that caged animals don't breed. Not sure about chained ones. Incidentally, proximity has nothing to do with breeding at present - everything seems to reproduce through spores :) [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
::Chained cows, horses, dogs, etc. breed when chained (gotta be via spores), so I would expect more exotic animals would do the same. --[[User:MisterB777|MisterB777]] 22:01, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Removed text==&lt;br /&gt;
&lt;br /&gt;
Removed this section as it's not encyclopaedic (or very well-written):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;They are hypocritical, cowardly (Choosing ranged weapons over axes), and &amp;quot;ye best keep your wits about ye&amp;quot; when they are on your map. To sum things up they are not Dwarves... or even Humans (Or even close to Humans), and should therefore be treated as enemies.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It might be worth including something to the effect of &amp;quot;many players refer to the Elves as 'treehugging hippies' and the like&amp;quot;.&lt;br /&gt;
[[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think that that is a good sport of comedy, and should be put back (with a &amp;quot;D for Dwarf&amp;quot; banner above it).  --[[User:Arkenstone|Arkenstone]] 21:46, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify that Elves still demand you limit deforestation in 0.31? [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
:I got a screenshot from 0.31.12 that shows that they do, but I'm on a new laptop and forgot my password, working on fixing it so I can upload it (my username's Arkenstone, you see I posted below) --[[Special:Contributions/67.167.194.192|67.167.194.192]] 04:19, 26 July 2010 (UTC)&lt;br /&gt;
:Not only do they demand a limit to your deforestation, but they seem to know when you cut down mushrooms in the caverns down deep too. [[User:Nadal|Nadal]] 7:36, 19 August 2010 (UTC)&lt;br /&gt;
::Elves still set tree limits, and count the trees you cut, not just what's in your stockpile when they show up.  There is a counter on the civ screen, mine currently reads -405/105, because I've cut down 4 times as many trees as I agreed to.  Not sure how mad they're gonna be about all the new charcoal. --[[User:Jmz|Jmz]] 01:28, 21 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
And do the still refuse meat?  --[[User:Arkenstone|Arkenstone]] 21:46, 28 April 2010 (UTC)&lt;br /&gt;
:I just tested it, as I've gotten into the habit of checking pages and their talk pages when I'm wondering about something currently going on in my fort. Elves in this version do indeed accept meat, as well as fish, bone and other refuse derivatives, leather, and totems. As usual, you still have to be careful of trying to trade them the barrel the meat is contained in. I'm going to remove the verify tags regarding this from the page, if anybody wants proof in screencap form I'll gladly provide it. --[[User:Eurytus|Eurytus]] 20:53, 15 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13741</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13741"/>
		<updated>2009-01-03T02:00:34Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Volcanic Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 26 directions ==&lt;br /&gt;
&lt;br /&gt;
26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig a tunnel underneath a body of water, you retain the ceiling overhead. If you were to remove this ceiling (e.g. by digging a ramp or stairway upwards) then the water would certainly flow.&lt;br /&gt;
&lt;br /&gt;
::It would, except digging a ramp doesn't remove the ceiling...in fact it's impossible to dig upwards into water. You can't designate anything on the water tile above, and nothing you do below removes the ceiling...I tried in vain, and was sorely dissapointed. 'Specially since Toady did it one of his movies. Let me know if you get it to work, though. --[[User:Turgid Bolk|Turgid Bolk]] 14:10, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You can currently ramp up into a water source and have it release the water down in version v0.27.169.33g.  --[[User:Stravitch|Stravitch]] 16:39, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Build an upward (or an up/down) staircase on a level below and designate a downward staircase on the level above. Downward staircase is essentially a modification of the floor (ceiling) into a hole with stairs. Water doesn't flow in 16 up/down+horizontal directions (doesn't flow up+horizontal under pressure). Be warned that digging directly below a lake or a river is safe despite &amp;quot;dump stone&amp;quot; warning but digging into stone directly below an aquafier is NOT safe.--[[User:Another|Another]] 02:35, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Water flows in only 10 directions: the eight horizontal directions, straight up, and straight down. Someone should edit the article page.[[User:Rkyeun|Rkyeun]] 12:08, 23 January 2008 (EST)&lt;br /&gt;
::::Done, but don't hesitate to edit pages if you see something wrong :) people can always reedit them if they disagree ;) --[[User:Shades|Shades]] 16:13, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing is fun ==&lt;br /&gt;
What would you say to moving the article to [[fun]] and making this one a redirect? [[User:VengefulDonut|VengefulDonut]] 18:29, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That would be so funny! Don't know if it would gel with the rules, though. --[[User:Tarsier|Tarsier]] 19:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Redirected fun to here. ;) --[[User:Turgid Bolk|Turgid Bolk]] 14:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
According to the starvation section you can gather plants if you dont have soil to farm on, but as far as i know plants only grow above soil layers [[User:Thatguyyaknow|Thatguyyaknow]] 08:57, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you make rock muddy, you can grow on top of it. [[User:Calculus|Calculus]] 15:16, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dehydration ==&lt;br /&gt;
What's that about &amp;quot;an indoor basin or water tower&amp;quot; ?  How do you do that? --[[User:Keesto|Keesto]] 15:17, 6 September 2008 (EDT)&lt;br /&gt;
:Ditto. How do you &amp;quot;collect all the water before it evaporates&amp;quot;? --[[User:Juckto|Juckto]] 06:49, 22 November 2008 (EST)&lt;br /&gt;
::Dig out an area under a body of water, then poke a hole that lets the water flow into it.--[[User:Bilkinson|Bilkinson]] 13:18, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Age ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if dwarves can die of old age? or do they all just keep living forever?&lt;br /&gt;
:According to the raws, dwarves have a lifespan of 160-200 years. So if you play for a ''really'' long time... --[[User:Bilkinson|Bilkinson]] 12:19, 9 October 2008 (EDT)&lt;br /&gt;
::How old are your starting dwarves? Do they start at a certain &amp;quot;matured&amp;quot; age, or are they for all intents and purposes abnormally large babies? --[[User:Stryc9fuego|Stryc9fuego]] 10:00, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've had a few dogs die at around the five-year mark (these were ones I brought to the fortress when embarking).  Not sure what that spells for dwarves, but it does show that the mechanics are in place for creatures dying of old age during play.--[[User:Maximus|Maximus]] 19:51, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Volcanic Death ==&lt;br /&gt;
&lt;br /&gt;
Insofar as I can tell, the [[Losing#Volcanic Death|Volcanic Death]] section seems to be essentially fabrication as of v40d. I've never seen a volcano erupt, and doors are utterly invulnerable to being melted or set on fire when closed, if memory serves. Also for some reason I suspect that obsidian doesn't melt in lava, although I could be imagining that one. Comments?--[[User:Quil|Quil]] 18:02, 2 January 2009 (EST)&lt;br /&gt;
:Closed doors don't melt, unless something changed in the last five or so seconds. I regularly use doors to hold back magma, and have a basalt door doing so in my current fort. Obsidian stones do melt in lava, however. It's possible that you've never seen a volcano erupt because you've only had a magma vent and not a volcano, because as far as I know they aren't the same thing.--[[User:Eurytus|Eurytus]] 20:38, 2 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13740</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13740"/>
		<updated>2009-01-03T01:39:08Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Volcanic Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 26 directions ==&lt;br /&gt;
&lt;br /&gt;
26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig a tunnel underneath a body of water, you retain the ceiling overhead. If you were to remove this ceiling (e.g. by digging a ramp or stairway upwards) then the water would certainly flow.&lt;br /&gt;
&lt;br /&gt;
::It would, except digging a ramp doesn't remove the ceiling...in fact it's impossible to dig upwards into water. You can't designate anything on the water tile above, and nothing you do below removes the ceiling...I tried in vain, and was sorely dissapointed. 'Specially since Toady did it one of his movies. Let me know if you get it to work, though. --[[User:Turgid Bolk|Turgid Bolk]] 14:10, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You can currently ramp up into a water source and have it release the water down in version v0.27.169.33g.  --[[User:Stravitch|Stravitch]] 16:39, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Build an upward (or an up/down) staircase on a level below and designate a downward staircase on the level above. Downward staircase is essentially a modification of the floor (ceiling) into a hole with stairs. Water doesn't flow in 16 up/down+horizontal directions (doesn't flow up+horizontal under pressure). Be warned that digging directly below a lake or a river is safe despite &amp;quot;dump stone&amp;quot; warning but digging into stone directly below an aquafier is NOT safe.--[[User:Another|Another]] 02:35, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Water flows in only 10 directions: the eight horizontal directions, straight up, and straight down. Someone should edit the article page.[[User:Rkyeun|Rkyeun]] 12:08, 23 January 2008 (EST)&lt;br /&gt;
::::Done, but don't hesitate to edit pages if you see something wrong :) people can always reedit them if they disagree ;) --[[User:Shades|Shades]] 16:13, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing is fun ==&lt;br /&gt;
What would you say to moving the article to [[fun]] and making this one a redirect? [[User:VengefulDonut|VengefulDonut]] 18:29, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That would be so funny! Don't know if it would gel with the rules, though. --[[User:Tarsier|Tarsier]] 19:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Redirected fun to here. ;) --[[User:Turgid Bolk|Turgid Bolk]] 14:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
According to the starvation section you can gather plants if you dont have soil to farm on, but as far as i know plants only grow above soil layers [[User:Thatguyyaknow|Thatguyyaknow]] 08:57, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you make rock muddy, you can grow on top of it. [[User:Calculus|Calculus]] 15:16, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dehydration ==&lt;br /&gt;
What's that about &amp;quot;an indoor basin or water tower&amp;quot; ?  How do you do that? --[[User:Keesto|Keesto]] 15:17, 6 September 2008 (EDT)&lt;br /&gt;
:Ditto. How do you &amp;quot;collect all the water before it evaporates&amp;quot;? --[[User:Juckto|Juckto]] 06:49, 22 November 2008 (EST)&lt;br /&gt;
::Dig out an area under a body of water, then poke a hole that lets the water flow into it.--[[User:Bilkinson|Bilkinson]] 13:18, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Age ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if dwarves can die of old age? or do they all just keep living forever?&lt;br /&gt;
:According to the raws, dwarves have a lifespan of 160-200 years. So if you play for a ''really'' long time... --[[User:Bilkinson|Bilkinson]] 12:19, 9 October 2008 (EDT)&lt;br /&gt;
::How old are your starting dwarves? Do they start at a certain &amp;quot;matured&amp;quot; age, or are they for all intents and purposes abnormally large babies? --[[User:Stryc9fuego|Stryc9fuego]] 10:00, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've had a few dogs die at around the five-year mark (these were ones I brought to the fortress when embarking).  Not sure what that spells for dwarves, but it does show that the mechanics are in place for creatures dying of old age during play.--[[User:Maximus|Maximus]] 19:51, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Volcanic Death ==&lt;br /&gt;
&lt;br /&gt;
Insofar as I can tell, the [[Losing#Volcanic Death|Volcanic Death]] section seems to be essentially fabrication as of v40d. I've never seen a volcano erupt, and doors are utterly invulnerable to being melted or set on fire when closed, if memory serves. Also for some reason I suspect that obsidian doesn't melt in lava, although I could be imagining that one. Comments?--[[User:Quil|Quil]] 18:02, 2 January 2009 (EST)&lt;br /&gt;
:Closed doors don't melt, unless something changed in the last five or so seconds. I regularly use doors to hold back magma, and have a basalt door doing so in my current fort. Obsidian stones do melt in lava, however. It's possible that you've never seen a volcano erupt because you've only had a magma vent and not a volcano, because as far as I know they aren't the same thing.--[[User:Eurytus|Eurytus]] 20:38, 2 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24858</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24858"/>
		<updated>2008-04-22T02:29:31Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Natural Selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that whan setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
I added a Materials Needed section to the table. Is this OK? --[[User:Nanor|Nanor]] 19 December 2007&lt;br /&gt;
&lt;br /&gt;
:Excellent idea. It looked a little odd in the table, so I moved it to the text instead. --[[User:Turgid Bolk|Turgid Bolk]] 16:47, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Much better! Thanks! --[[User:Nanor|Nanor]] 17:50, 19 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 23.130.23a ==&lt;br /&gt;
&lt;br /&gt;
We had much more info on armor in the [http://archive.dwarffortresswiki.net/index.php/Armor old wiki]. Could someone with an account there bring the relevant bits over? [[User:VengefulDonut|VengefulDonut]] 11:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
&lt;br /&gt;
Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27517</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27517"/>
		<updated>2008-04-22T02:10:40Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Razzin frazzin... I always screw the tags up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27516</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27516"/>
		<updated>2008-04-22T02:09:22Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3992</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3992"/>
		<updated>2008-04-22T00:38:38Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Greenhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter.  Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine.  It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
:What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page.  It would also be horribly intimidating to the newbies.  No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page.  [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail,  bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me.  Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re-Irrigation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Red crops ==&lt;br /&gt;
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it.  Sounds implausible, but I wouldn't put it past Toady to implement it that way.  Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: plants will red out if there is not enough time for them to grow in this season ''and'' they can't be grown in the next season (Otherwise they are just transferred to the next season). ''Dark'' red means there are still seeds on the plot of that plant.  --[[User:Koltom|Koltom]] 22:38, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fertilisation==&lt;br /&gt;
So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;br /&gt;
And what does ''seas fert'' option mean?--[[User:Dorten|Dorten]] 07:48, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:seas fert - seasonal fertilization? - auto fertilize every season?&lt;br /&gt;
&lt;br /&gt;
I cant fertilize  my indoor clay loam plot (probably not needed) - will now check silt. Muddy rock seems to work? --[[User:Koltom|Koltom]] 23:03, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:IIRC, adds +3 to crop yield. I may be wrong. [[User:VengefulDonut|VengefulDonut]] 00:06, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
&lt;br /&gt;
To my experience, the ceiling on a &amp;quot;greenhouse&amp;quot; can be made out of anything, my rock salt greenhouses work just fine. [[User:Eurytus|Eurytus]] 20:03, 21 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3991</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3991"/>
		<updated>2008-04-22T00:03:26Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter.  Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine.  It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
:What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page.  It would also be horribly intimidating to the newbies.  No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page.  [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail,  bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me.  Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Re-Irrigation ==&lt;br /&gt;
&lt;br /&gt;
I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Red crops ==&lt;br /&gt;
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it.  Sounds implausible, but I wouldn't put it past Toady to implement it that way.  Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: plants will red out if there is not enough time for them to grow in this season ''and'' they can't be grown in the next season (Otherwise they are just transferred to the next season). ''Dark'' red means there are still seeds on the plot of that plant.  --[[User:Koltom|Koltom]] 22:38, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Fertilisation==&lt;br /&gt;
So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;br /&gt;
And what does ''seas fert'' option mean?--[[User:Dorten|Dorten]] 07:48, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:seas fert - seasonal fertilization? - auto fertilize every season?&lt;br /&gt;
&lt;br /&gt;
I cant fertilize  my indoor clay loam plot (probably not needed) - will now check silt. Muddy rock seems to work? --[[User:Koltom|Koltom]] 23:03, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:IIRC, adds +3 to crop yield. I may be wrong. [[User:VengefulDonut|VengefulDonut]] 00:06, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
&lt;br /&gt;
To my experience, the ceiling on a &amp;quot;greenhouse&amp;quot; can be made out of anything, my rock salt greenhouses work just fine. [[User:Eurytus|Eurytus] 20:03, 21 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27801</id>
		<title>40d Talk:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27801"/>
		<updated>2008-04-20T17:31:24Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Copper makes silver coins? ==&lt;br /&gt;
&lt;br /&gt;
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a bug, and has been reported on the forum [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002030]. All coins are counted as silver by the currency display. You can see the actual coins you have on the stocks screen. --[[User:Turgid Bolk|Turgid Bolk]] 17:17, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This has been fixed in the current version (38c). [[User:Yvain|Yvain]] 06:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Monies? ==&lt;br /&gt;
&lt;br /&gt;
Who coined this term, anyway?  It bugs me every time I see it.  I personally use &amp;quot;currency&amp;quot; (as a mass noun), if you're wondering. --[[User:JT|JT]] 03:00, 15 April 2008 (EDT)&lt;br /&gt;
:I have no idea where it came from, but this isn't the first time I've seen it used; might be Engrish.--[[User:Eurytus|Eurytus]] 13:30, 20 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Important_advice&amp;diff=12370</id>
		<title>40d Talk:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Important_advice&amp;diff=12370"/>
		<updated>2008-04-08T22:39:19Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Might want to change that, the last sentence doesn't make sense. - [[User:Schm0]]&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is about watching dwarves dying in unique fashions. Your job is really to create their arena. [[User:Klichka|Klichka]] 10:52, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
...And about watching what monumental fuckups the elves are at trading. [[User:Klichka|Klichka]] 11:00, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
according to experience, there are two priorities for the stone used for an ambiguous task: the nearest available and the most recently excavated. [[User:Eurytus|Eurytus]] 18:38 April 8 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27681</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27681"/>
		<updated>2008-04-06T03:19:14Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* L */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. (Giant Cave Spiders have this at 1, but most other creatures have it at 2. The difference between these values is unknown.)&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits after the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| means on fire but does what in DF ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECKLESS&lt;br /&gt;
| &lt;br /&gt;
| Will not flee battles.  Will fight to the death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK&lt;br /&gt;
| &lt;br /&gt;
* 1st minimum&lt;br /&gt;
* 1st maximum&lt;br /&gt;
* 2nd minimum&lt;br /&gt;
* 2nd maximum&lt;br /&gt;
* 3rd minimum&lt;br /&gt;
* 3rd maximum&lt;br /&gt;
| Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game. &lt;br /&gt;
[RIVERATTACK:1:1:1:2:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_CANUSEWELL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to ambush through wells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava. &lt;br /&gt;
[RIVERATTACK_GROUP:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_RESIDENT&lt;br /&gt;
| &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CAVERIVER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the cave river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CHASM&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the chasm.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_FLIES&lt;br /&gt;
|&lt;br /&gt;
| The vermin can fly around in the air, and tends to hop up and down Z-levels in the sky.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_LAVA&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SWAMPER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the swamps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37610</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37610"/>
		<updated>2008-04-06T03:16:15Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37609</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37609"/>
		<updated>2008-04-06T03:15:56Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30793</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30793"/>
		<updated>2008-04-04T15:23:23Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Disconnection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Weather and Trees ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== One Way Stairs ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
&lt;br /&gt;
:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
&lt;br /&gt;
::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
&lt;br /&gt;
== Weather and windmills ==&lt;br /&gt;
&lt;br /&gt;
To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple CPUs/Cores ==&lt;br /&gt;
&lt;br /&gt;
As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bulging Histories ==&lt;br /&gt;
&lt;br /&gt;
Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disconnection ==&lt;br /&gt;
&lt;br /&gt;
I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30791</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30791"/>
		<updated>2008-04-03T05:04:27Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Disconnection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Weather and Trees ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== One Way Stairs ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
&lt;br /&gt;
:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
&lt;br /&gt;
::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
&lt;br /&gt;
== Weather and windmills ==&lt;br /&gt;
&lt;br /&gt;
To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple CPUs/Cores ==&lt;br /&gt;
&lt;br /&gt;
As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bulging Histories ==&lt;br /&gt;
&lt;br /&gt;
Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disconnection ==&lt;br /&gt;
&lt;br /&gt;
I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part.&lt;br /&gt;
&lt;br /&gt;
:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35485</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35485"/>
		<updated>2008-04-03T03:39:26Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Encrusted ammo?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== examples ==&lt;br /&gt;
Some examples would be in order, sire! May as well post some i'm gnawing on ;) --[[User:Koltom|Koltom]] 17:50, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35484</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35484"/>
		<updated>2008-04-03T03:39:16Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: Encrusted ammo?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== examples ==&lt;br /&gt;
Some examples would be in order, sire! May as well post some i'm gnawing on ;) --[[User:Koltom|Koltom]] 17:50, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me.&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30790</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30790"/>
		<updated>2008-04-03T02:19:54Z</updated>

		<summary type="html">&lt;p&gt;Eurytus: /* Disconnection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
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:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
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== Weather and Trees ==&lt;br /&gt;
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Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
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:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
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::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
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:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
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:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
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== One Way Stairs ==&lt;br /&gt;
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&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
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How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
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:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
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::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
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::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
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:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
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::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
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:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
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::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
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:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
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== Weather and windmills ==&lt;br /&gt;
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To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
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== Multiple CPUs/Cores ==&lt;br /&gt;
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As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
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== Bulging Histories ==&lt;br /&gt;
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Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
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:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
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== Disconnection ==&lt;br /&gt;
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I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
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I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
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As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
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:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
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::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part.&lt;br /&gt;
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:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
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::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Eurytus</name></author>
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