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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gentgeen</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-22T19:56:10Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=235317</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=235317"/>
		<updated>2018-03-12T02:06:31Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: Category:DF2014:Fortress mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:27, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libaries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress can restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting.&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunken or otherwise violent-oriented visitors—particularly goblins due to their [[ethic]]s—may start arguments which can escalate into potentially lethal brawls or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization.&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allows visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors leave after they complete all of their activities. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to relax.''&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to perform.''&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Due to {{Bug|9234}}, troupes may arrive completely naked. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile.&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to study.''&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
==== Mercenary ====&lt;br /&gt;
&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
==== Monster slayer and beast hunter ====&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to slay beasts.''&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or to relax at a tavern.{{version|0.44.01}} After they socialize at a tavern for a while, they will petition for long-term residency. Once granted, they will go outdoors or deep below to slay beasts. They will not begin to slay beasts until they become a long-term resident.&lt;br /&gt;
&lt;br /&gt;
Monster slayers start arriving after a [[cavern]] is revealed. They come even if there are no unrestricted locations. Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Scout]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Scouts cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, a scout might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can petition to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, and perform other activities. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents, but not {{DFtext|Citizens only|6:1}}.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting it will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the {{k|l}}ocations menu, and on the first screen, select their name from the fort-wide occupation list, press {{k|Enter}} to reassign, and choose {{DFtext|Nobody|6:1}}. After this, the new citizens will become available for other occupations. Mercenaries will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=235302</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=235302"/>
		<updated>2018-03-10T10:11:40Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: Jan 14 2018 --&amp;gt; March 9 2018&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;March 9, 2018&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=235301</id>
		<title>Template:Current/version</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=235301"/>
		<updated>2018-03-10T10:10:25Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: .05 --&amp;gt; .06&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.44.06&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the most recent version (hopefully).&lt;br /&gt;
Include it in places that you want to refer to the most recent version.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{tl|current/version/ns}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=231424</id>
		<title>Template:DF2014 industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=231424"/>
		<updated>2017-06-23T06:44:06Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: Metal industry is a secondary industry. It's the refining of the output of the stone primary industry (boulders) into something else (metals and alloys)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Industry}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Primary Industries&lt;br /&gt;
| [[Beekeeping industry|Beekeeping]] - [[Farming]] - [[Fishing industry|Fishing]] - [[Plant gathering|Gathering]] - [[Meat industry|Meat]] - [[Poultry industry|Poultry]] - [[Stone industry|Stone]] - [[Wood industry|Wood]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Secondary Industries&lt;br /&gt;
| [[Alcohol]] - [[Armor]] - [[Arms industry|Arms]] - [[Ceramic industry|Ceramic]] - [[Extract]] - [[Finished goods]] - [[Fuel industry|Fuel]] - [[Furniture industry|Furniture]] - [[Gem industry|Gem]] - [[Glass industry|Glass]] - [[Metal industry|Metal]] - [[Paper industry|Paper]] -  [[Soap]] - [[Textile industry|Textile]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tertiary Industries&lt;br /&gt;
| [[Military]] - [[Health care]] - [[Noble]] - [[Trade]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Industry&amp;diff=231423</id>
		<title>Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Industry&amp;diff=231423"/>
		<updated>2017-06-23T06:40:55Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: Metal industry is a secondary industry. It's the refining of the output of the stone primary industry (boulders) into something else (metals and alloys)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:32, 30 December 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (provision of services). Quaternary industries (intellectual activities) are not present due to the fact that dwarves are not known for their intellectual pursuits.&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel. To start wood crafting, a carpenter's workshop is needed. Wood can be used for making pretty much anything but note that wooden weapons will become training weapons instead (great for danger room) and that wood is definitely not magma-safe (obvious). Those tree hugging elves will whine if you chop too many trees down and will send a diplomat begging you stop. &lt;br /&gt;
*[[Stone industry]]: Exploration and mining stone to produce buildings and items. Stone is a versatile material and can be used to make furniture and crafts or building stone walls to protect your squishier dwarves. Note that any type of wall cannot be destroyed by any invader/monster no matter the material (wood,stone,clay,...) but for role playing purposes, having stone walls sounds so much better than having wooden ones.&lt;br /&gt;
*[[Farming]] industry: The gathering and farming of plants for food and textiles. &lt;br /&gt;
*[[Fishing industry]]: Fish are harvested and processed into food and shells. Fishermen will automatically fish in nearby pools and rivers unless you designate a fishing area. Shells are great for making crafts and/or encrusting them in finished goods.&lt;br /&gt;
*[[Meat industry]]: Animals are processed into meat, leather, bones, teeth, horns and skulls. Meat rots away pretty fast so don't overdo it you already have an abundance of food. Leather is great for clothing as well as making backpacks, quivers and water-skins. Farming animals for their bones is a great idea since a legendary bone carver can encrust your finished goods with said bones masterfully thus increasing the value of your fort dramatically (and making your dwarves get more happy thoughts). Teeth are pretty much useless but horns are valuable items for making crafts or encrusting furniture/finished goods. If you have too many skulls lying around, make totems. Masterful skull totems of even unremarkable animals such as turkeys may fetch 120 dwarf bucks per totem. Note that having many animals on site will tank your FPS. &lt;br /&gt;
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly.&lt;br /&gt;
*[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct. Crundles produce a ton of eggs and crundles hatch in adult form making them a great source of eggs, meat, bones and skulls (nasty but effective).&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*[[Alcohol]] industry: The production of alcohol to keep dwarves hydrated and content. Dwarves drink as many times as you blink per day. Dwarves are massive alcoholics and if you cut their supply of booze they will get very cranky and show withdrawal symptoms. Alcohol is made at the still and can be used to make food too. It is believed that the dwarves enter battle drunk, making their attacks unpredictable and explaining their effectiveness  in combat.&lt;br /&gt;
*[[Armor]] industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe. Wood leather and bone provide minimal protection. Metal is key but note that armor is meaningless against Titans as a blow from them would probably turn your dwarf into a bloody pulp.&lt;br /&gt;
*[[Ceramic industry]]: Clay is used to create moderate quality containers, bricks, crafts, and statues. Kilns are also used to produce [[gypsum plaster]] for [[Healthcare]] and [[pearlash]] for the [[Glass industry]].&lt;br /&gt;
*[[Finished goods]] industry: Almost all materials can be used to produce crafts for export. The base of your economy, crafts can be massed produced and thus are a valuable trading commodity.&lt;br /&gt;
*[[Food]] industry: Cooking of items such as meat, eggs, flour, and plants to make meals for hungry dwarves. &lt;br /&gt;
*[[Fuel industry]]: The production of fuel to support the metal, glass and ceramics industries either with charcoal or coal.&lt;br /&gt;
*[[Furniture industry]]: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*[[Glass industry]]: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*[[Gem industry]]: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts. Prioritize your weapon grade metals (bronze,steel,iron, etc...) to making weapons and tools. Gold is useful if you want to bump up the value of certain rooms or to satisfy your role playing needs (gold throne, gold chains that hold the most exotic pets, gold doors leading to your monarch's room, etc...) &lt;br /&gt;
*[[Soap]] industry: The production of soap to be used in healthcare.&lt;br /&gt;
*[[Textile industry]]: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.&lt;br /&gt;
*[[Extract]] industry: Vermin and plants can be processed into valuable extracts for export.&lt;br /&gt;
*[[Weapon]] industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*[[Paper industry]]{{version|0.42.01}}: Papyrus, cloth plants, or animal hide with milk of lime are processed into paper sheets. These are used for quires and scrolls. Written on quires and parchments can be bound into a book and they show up in the &amp;quot;artifacts&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*[[Noble|Administration]]: &amp;lt;s&amp;gt;Parasites&amp;lt;/s&amp;gt; Dwarves who process work orders, keep the inventory, administer justice, and meet with foreign diplomats. Also good at pulling levers.&lt;br /&gt;
*[[Healthcare]]: Patching up your inevitably-wounded dwarves.&lt;br /&gt;
*[[Military]]: Brave dwarves put themselves in danger so that others may live in peace.&lt;br /&gt;
*[[Trading]]: Fortress goods are exchanged for materials and goods from other civilized places.&lt;br /&gt;
*Entertainment: Attract visitors to your fort using [[Tavern]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry| }} {{Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=231422</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=231422"/>
		<updated>2017-06-23T06:31:53Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Yield and Fertilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed light and dark tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean the seeds you have — especially imported ones — can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' — 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the local biome and current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot.  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields — both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Yield and Fertilization ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plants to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material — rough stone, smoothed stone, ore, gem — can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which only accepts [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. (For DF2014 the theoretical maximum is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.) Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds.&lt;br /&gt;
&lt;br /&gt;
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
===Managing Seeds===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.&lt;br /&gt;
&lt;br /&gt;
Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
===Managing Crops===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=224357</id>
		<title>Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flour&amp;diff=224357"/>
		<updated>2016-03-26T20:49:15Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: burlap is usually jute&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:cave-wheat-flour.jpg|thumb|right|A [[jute]] [[bag]] filled with flour.]]&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the many available [[Crops|grains]] at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size ''n'' produces a bag with ''n'' flour and ''n'' seeds. Barrels of prepared meals made with valuable flour products can be worth thousands, if made by a skilled [[cook]].&lt;br /&gt;
&lt;br /&gt;
== Flour Varieties ==&lt;br /&gt;
The following crops can be made into flour:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|cprice=4|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|cprice=4|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat}}&lt;br /&gt;
{{flour table row|name=Soft wheat}}&lt;br /&gt;
{{flour table row|name=Hard wheat}}&lt;br /&gt;
{{flour table row|name=Spelt}}&lt;br /&gt;
{{flour table row|name=Barley}}&lt;br /&gt;
{{flour table row|name=Buckwheat}}&lt;br /&gt;
{{flour table row|name=Oats|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye}}&lt;br /&gt;
{{flour table row|name=Sorghum}}&lt;br /&gt;
{{flour table row|name=Rice}}&lt;br /&gt;
{{flour table row|name=Maize}}&lt;br /&gt;
{{flour table row|name=Quinoa|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Kaniwa}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth}}&lt;br /&gt;
{{flour table row|name=Blood amaranth}}&lt;br /&gt;
{{flour table row|name=Purple amaranth}}&lt;br /&gt;
{{flour table row|name=Pearl millet}}&lt;br /&gt;
{{flour table row|name=White millet}}&lt;br /&gt;
{{flour table row|name=Finger millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Foxtail millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Fonio}}&lt;br /&gt;
{{flour table row|name=Teff}}&lt;br /&gt;
{{flour table row|name=Flax}}&lt;br /&gt;
{{flour table row|name=Hemp}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Flax]] and [[hemp]] are unique among flour-producing plants in that they also produce [[plant fiber]]; that is, it is possible to make both the flour and the containers that hold it from one plant.&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be 'masterfully ground' cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
The few human traders to make any comparison between cave wheat flour biscuits and the nigh-legendary solid beer found themselves suffering [[unfortunate accident|from terrible, sudden misfortune]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bayberry&amp;diff=224218</id>
		<title>Bayberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bayberry&amp;diff=224218"/>
		<updated>2016-03-14T08:13:15Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: conjunction junction, what's your function.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:44, 7 January 2015 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=Myrica_rubra}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bayberry''' is one of the many genera of trees found above ground. Like the vast majority of above ground trees, bayberry [[wood]] is brown and produces brown products.&lt;br /&gt;
&lt;br /&gt;
Bayberry trees bear bayberries that can harvested by setting up a gathering [[Zone]]. They can be eaten raw, cooked, or brewed into [[alcohol|bayberry wine]]. So you may consider exploiting them rather than chopping them down to make [[charcoal]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=222662</id>
		<title>Advanced marksdwarf training guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=222662"/>
		<updated>2016-01-03T07:40:08Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* The Military Management Screen */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:40, 11 May 2015 (UTC)}}&lt;br /&gt;
Marksdwarves are fairly buggy, and often refuse to use archery ranges, or stand in front of them, and fail to fire their crossbows. This guide goes into details explaining known bugs, and getting your Marksdwarves to train properly, as well as going into details regarding various ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
== Understanding Ranged Weaponry ==&lt;br /&gt;
&lt;br /&gt;
In vanilla Dwarf Fortress, the raws define three types of ranged weapons, each with their own skill and ammo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;  |Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
!Ranged Weapon&lt;br /&gt;
!Ranged Skill&lt;br /&gt;
!Melee Skill&lt;br /&gt;
!Ammo&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|Marksdwarf&lt;br /&gt;
|Hammerdwarf&lt;br /&gt;
|Bolts&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|Bowman&lt;br /&gt;
|Swordman&lt;br /&gt;
|Arrows&lt;br /&gt;
|-&lt;br /&gt;
|Blowgun&lt;br /&gt;
|Blowgunner&lt;br /&gt;
|Swordman&lt;br /&gt;
|Darts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of these, dwarfs can only craft crossbows and bolts. Bows and blowguns are gained either through trade or recovery from downed enemies. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.&lt;br /&gt;
&lt;br /&gt;
== Equipping Your Marksdwarfs ==&lt;br /&gt;
&lt;br /&gt;
=== The Minimum Outfit ===&lt;br /&gt;
At a minimum, each dwarf requires the following to successfully use the crossbow.&lt;br /&gt;
* One crossbow&lt;br /&gt;
* One quiver&lt;br /&gt;
* One stack of bolts for each marksdwarf to fire&lt;br /&gt;
&lt;br /&gt;
A quiver is equipped on the upper body slot. Due to a bug, sometimes a marksdwarf will fail to pickup a quiver if wearing heavy armor. A workaround for this is given below. Wood and metal bolts are generated in stacks of 25. Bone bolts are generated in stacks of 5.&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows can be made with wood or bone at a bowyer's workshop, or out of metal at a metalsmith/magma forge. Metal crossbows can be forged out of copper, bronze, bismuth bronze, iron, steel, or adamantine. Quivers must be made of leather at a leatherworks. The base material of a crossbow appears to have no effect on the lethality of ranged bolts. However, when marksdwarves end up in melee, they will use their crossbow as a hammer, thus it is recommended to make dense metal crossbows.&lt;br /&gt;
&lt;br /&gt;
=== Quivers and Bolts ===&lt;br /&gt;
Quivers can hold 25 bolts, and dwarves will pick up multiple stacks if necessary to fill it. In other words, they will successfully pick up five separate stacks of bone bolts, or 25 separate bolts if you're using a bolt splitting technique in your fortress. Bolts are collected in last-in-first-out order (LIFO); that is, dwarves will always go for the newest bolts in your fortress, even if there is an ammo stockpile three steps away from them. Each squad with marksdwarves must be assigned ammo; as they deplete it, Dwarf Fortress will automatically add additional ammo to the squad if there are some in the fortress, again following the principle of LIFO.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding 'Equipment Mismatch' Issues ===&lt;br /&gt;
Miners, wood cutters, and hunters have a default uniform. When these labors are enabled, a dwarf will carry the equipment appropriate to that job, making it unavailable for the military, and causing issues if that dwarf is then drafted. In general, its safe to put miners and wood cutters in ranged squads, and hunters in melee squads, as this prevents them from equipped the same type of item twice.&lt;br /&gt;
&lt;br /&gt;
When drafting hunters, clear their labors, and '''confirm''' that your hunter has put his quiver and crossbow away. If you don't, he'll generate equipment mismatches. Furthermore, a mismatch may be cause when a marksdwarf grabs a quiver that was once used by a hunter which still has bolts in it. This can be resolved by looking at the dwarf in the {{K|k}} menu, then open his inventory, find the quiver, and forbid the bolts in it. He'll dump them, and properly reload. &lt;br /&gt;
&lt;br /&gt;
If you don't use hunters, you may want to remove their bolt assignments from the ammunition screen.&lt;br /&gt;
&lt;br /&gt;
== Setting your Marksdwarf's barrack ==&lt;br /&gt;
&lt;br /&gt;
=== Understanding Possible Training Activities ===&lt;br /&gt;
The first rule of marksdwarf training is you do *not* assign them a normal barrack. If they have that, they will prefer to train as hammerdwarves with their crossbows vs. actually shooting bolts. Furthermore, as the game gives precedence to melee training, they will almost never use an archery range even if one is assigned if they have a choice. &lt;br /&gt;
&lt;br /&gt;
When training, a dwarf has four possible options, which they will take in roughly this order:&lt;br /&gt;
 - Squad Training&lt;br /&gt;
 - Individual Combat Drill&lt;br /&gt;
 - Spar&lt;br /&gt;
 - Archery Training&lt;br /&gt;
&lt;br /&gt;
Squad training and sparring require multiple dwarfs (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves, training their melee skills while doing so). Except for archery training, dwarves require a standard barracks to conduct any of the above activities. Notably, it is possible to actually train marksdwarves via demonstration, both Crossbow and Archery skills are trainable via demonstrations.  By combining this with training orders, it is possible to make Archery Training the only valid option, and thus get them to train consistently.&lt;br /&gt;
&lt;br /&gt;
=== Building Archery Ranges ===&lt;br /&gt;
Thus, the first step is to build a room with a bunch of archery ranges. I recommend putting them against the left most wall so the shooting direction is automatically correct, but this should work regardless of direction. The room must be large enough that the marksdwarf has a one gap space between them and the target; I just make their &amp;quot;barrack&amp;quot; 10x10, and put an ammo stockpile in it. Notably, (and this is a change from previous versions) the dwarves *must* be able to walk up to the the target; placing a channel in front of it will prevent them from training.&lt;br /&gt;
&lt;br /&gt;
Once you build your range, you must define it as a room. Make it so it touches the far wall, and don't worry, range rooms can overlap. You have to do this for each. Make sure the shooting direction is correct! In addition, your marksdwarf squad MUST at minimum have train set on each archery target. One dwarf can use one target at any given time.&lt;br /&gt;
&lt;br /&gt;
[[File:Archery_range_setup.png|A properly setup archery target]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat this for each range; you'll have 5-10 targets overlapping each other and assigned to your marksdwarves squad (in these screenshots, they are the &amp;quot;Home Guard&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===The Military Management Screen===&lt;br /&gt;
&lt;br /&gt;
This is by far the most difficult part. Fear the 'm' menu, for it eats children. The {{K|m}} menu is confusing on the best days, but this guide will walk you through it.&lt;br /&gt;
&lt;br /&gt;
The first and default page is the positions page. Ignore it for now, because you want to make the right uniform for your marksdwarves. Press {{K|n}} to bring up the uniforms screen. Do yourself a favor and just delete the default archer uniform. It's wrong and will not work properly.&lt;br /&gt;
&lt;br /&gt;
Create a new uniform with {{K|c}} and add the following:&lt;br /&gt;
 - crossbow (do NOT use individual choice, ranged; you *will* end up with dwarves who think an axe is a ranged weapon)&lt;br /&gt;
 - shield (optional)&lt;br /&gt;
 - leather armor&lt;br /&gt;
 - leather headwear&lt;br /&gt;
 - leather legwear&lt;br /&gt;
 - leather handwear&lt;br /&gt;
 - leather footwear&lt;br /&gt;
&lt;br /&gt;
Press {{K|m}} to switch from &amp;quot;Partial matches&amp;quot; to &amp;quot;Exact matches&amp;quot; in the upper right. This appears to fix most of the issues of them not picking up quivers. You might be able to get away with over clothing however.&lt;br /&gt;
&lt;br /&gt;
Here's what it should like if you did it right:&lt;br /&gt;
&lt;br /&gt;
[[File:Working_training_uniform.png|400px|Uniform that gets them training]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now press {{K|p}} to go back to the positions menu. When you create the squad, it will ask for a uniform. Normally, this works as you'd expect it, assigning the uniform to an entire squad. However, if done with the captain of the guard position, it will *only* assign to that spot. You can look at the top of the screen to see what your dwarfs will train as (i.e. 10/10 Marksdwarfs). If needed, after selecting your recruits, then switch to the {{K|e}} menu. Select your squad, and then a position, then press {{K|U}} (that's capital U) to bring up the uniform selection screen.&lt;br /&gt;
&lt;br /&gt;
Highlight your crossbow uniform, and press {{K|shift}} + {{K|enter}} to assign it to all positions in the squad. If you then check the positions screen, at the top, it will say 10/10 marksdwarves, instead of 1/1 markdwarf 9/9 wrestlers, which is what will happen if you leave it on defaults.&lt;br /&gt;
&lt;br /&gt;
[[File:10_marksdwarves.png|400px|10/10 Marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
=== Handling Ammo ===&lt;br /&gt;
We're almost done. Go to the ammo screen.&lt;br /&gt;
&lt;br /&gt;
[[File:ammo_screen.png|400px|Ammo]]&lt;br /&gt;
&lt;br /&gt;
If you're setting this by hand, here's what to know. Each squad needs the correct ammo. Bolts are assigned on a &amp;quot;per-item&amp;quot; basis, i.e., a given stack of bolts thats marked for training will only be used for training and via versus. Unfortunately, an old bug prevents this from working; if you have multiple ammo types, and some are set Training-only, and others are set combat-only, your marksdwarves *will* get stuck and fail to train, or fail to fire. The only way to get this to work is if all ammo assignments in the fortress are set to both &amp;quot;CT&amp;quot; in the UI.&lt;br /&gt;
&lt;br /&gt;
==== Switching Bolts Types Reliably ====&lt;br /&gt;
Forbidding/Dumping is respected by the game when assigning ammo, so you can use the stocks screen to dump wooden/bone bolts when you're not training, and then have them load metal bolts for fighting. The easiest way to just use wooden/bone bolts when you're training (setting both CT flags on it in the ammo screen), and when you need them to switch, delete the ammo assignment for the training bolts, dump them from the stocks screen (DFHack's enhanced inventory is useful from this), and add the new metal bolts to the screen. Reverse the process to get them to change back.&lt;br /&gt;
&lt;br /&gt;
=== Squad Training Orders ===&lt;br /&gt;
&lt;br /&gt;
Now, for the magic bit that gets them doing nothing *but* training. Open the schedule screen with {{K|s}} and look at the orders. The default is &amp;quot;Train, 10 minimium&amp;quot;. '''This is WRONG!'''&lt;br /&gt;
&lt;br /&gt;
[[File:default_training_order.png|400px|Default Training Order]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|x}} to delete the order. The schedule screen will change to show no scheduled orders.&lt;br /&gt;
&lt;br /&gt;
[[File:No_orders.png|400px|no_orders]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|o}} to pull up the give order screen. Press {{K|o}} until 'Train' is set, and then press {{K|+}} so it shows minimum 1, like this. Then press shift-done to give the order. The screen will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Train_1.png|400px|train 1]]&lt;br /&gt;
&lt;br /&gt;
[[File:given_train_1_order.png|400px|after giving train 1 order]]&lt;br /&gt;
&lt;br /&gt;
Now do it again, until you have as many orders as total members of your squad (using a [[macro]] will allow you to repeat the process easily). You can give more than 5 orders, you just have to scroll in the orders screen to see it. When you're done it should look like this, after doing it 10 times.&lt;br /&gt;
&lt;br /&gt;
[[File:multiple_train_1.png|400px|Multiple train one orders]]&lt;br /&gt;
&lt;br /&gt;
Copy and paste the order to all the months. You can also set Sleep in Barrack at need to increase their training time, though this will raise the stress levels of dwarves in the squad due to tired thoughts.&lt;br /&gt;
&lt;br /&gt;
You're almost done. Activate your squad, and after they finish picking up equipment, watch your bolt supplies vanish as your marksdwarves do nothing *but* archery training.&lt;br /&gt;
&lt;br /&gt;
=== Why This Works ===&lt;br /&gt;
Squad training and sparing require multiple dwarves (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves). Training, minimum of 1 forces them to work solo. Since they don't have a normal barrack, they can't drill, which leaves Archery Training as the only possible way to train. Since reloading on marksdwarves continues to be erratic, they'll frequently report &amp;quot;No Orders&amp;quot; or similiar once they've finished archery training until the game notices that a given dwarf is out of ammo, in which case they'll go pick up more. &lt;br /&gt;
&lt;br /&gt;
Archery training grants less experience than live fire (8XP per bolt vs. 30XP), but no micromanagement, no hauling, one setup, and you can ignore it until you get that glorious announcement that Urist McMarksdwarf has become an Elite Marksdwarf.&lt;br /&gt;
&lt;br /&gt;
== Stopping Melee Charges ==&lt;br /&gt;
&lt;br /&gt;
The short version: DON'T USE the [[DF2014:Scheduling#Stations|station scheduling order]]!&lt;br /&gt;
&lt;br /&gt;
When a dwarf has line of sight on an enemy, they'll do one of two things: run away; or run up and fight. While they're running up to the enemy, dwarves will fire bolts if they have any, but then engage the enemy using their crossbows as hammers instead of firing. The easiest way to prevent this is either use fortification pillboxes (also known as [[DF2014:Archery_tower|archery towers]]), with a [[v0.34:Scheduling#Orders|patrol order]] that causes them to break line of sight, or defend burrows orders, which will keep them in the area defined by the burrow and prevent them from running up to the enemy.&lt;br /&gt;
&lt;br /&gt;
For patrol routes, marksdwarves *will* not take a Pickup Equipment order as long as they have line of sight on their enemy. Have them go through a door or something, and as soon as they lose sight of the goblin/forgotten beast/demon, they'll immediately go find bolts and reload.&lt;br /&gt;
&lt;br /&gt;
The full effectiveness at Defend Burrow orders at stopping a melee charge is unknown.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Military]]&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Industry&amp;diff=220555</id>
		<title>Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Industry&amp;diff=220555"/>
		<updated>2015-09-20T22:48:04Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: + food, move fuel industry to secondary industries (as you're processing an already mined out boulder or chopped down log into the fuel)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:31, 25 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (provision of services). Quaternary industries (intellectual activities) are not present due to the fact that dwarves are not known for their intellectual pursuits.&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*[[Stone industry]]: Exploration and mining stone to produce buildings and items.&lt;br /&gt;
*[[Farming]] industry: The gathering and farming of plants for food and textiles.&lt;br /&gt;
*[[Fishing industry]]: Fish are harvested and processed into food and shells.&lt;br /&gt;
*[[Meat industry]]: Animals are processed into meat, leather, bones, teeth and horns.&lt;br /&gt;
*[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts.&lt;br /&gt;
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly.&lt;br /&gt;
*[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*[[Alcohol]] industry: The production of alcohol to keep dwarves hydrated and content.&lt;br /&gt;
*[[Armor]] industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*[[Ceramic industry]]: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
*[[Finished goods]] industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*[[Food]] industry: Cooking of items such as meat, eggs, flour, and plants to make meals for hungry dwarves&lt;br /&gt;
*[[Fuel industry]]: The production of fuel to support the metal, glass and ceramics industries.&lt;br /&gt;
*[[Furniture industry]]: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*[[Glass industry]]: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*[[Gem industry]]: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*[[Soap]] industry: The production of soap to be used in healthcare.&lt;br /&gt;
*[[Textile industry]]: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.&lt;br /&gt;
*[[Extract]] industry: Vermin and plants can be processed into valuable extracts for export.&lt;br /&gt;
*[[Weapon]] industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*[[Noble|Administration]]: &amp;lt;s&amp;gt;Parasites&amp;lt;/s&amp;gt; Dwarves who process work orders, keep the inventory, administer justice, and meet with foreign diplomats. Also good at pulling levers.&lt;br /&gt;
*[[Healthcare]]: Patching up your inevitably-wounded dwarves.&lt;br /&gt;
*[[Military]]: Brave dwarves put themselves in danger so that others may live in peace.&lt;br /&gt;
*[[Trading]]: Fortress goods are exchanged for materials and goods from other civilized places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry| }} {{Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=220550</id>
		<title>Template:DF2014 industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=220550"/>
		<updated>2015-09-20T18:24:13Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: reorganize, add plant gathering and furnature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Industry}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Primary Industries&lt;br /&gt;
| [[Beekeeping industry|Beekeeping]] - [[Farming]] - [[Fishing industry|Fishing]] - [[Plant gathering|Gathering]] - [[Meat industry|Meat]] - [[Metal industry|Metal]] - [[Poultry industry|Poultry]] - [[Stone industry|Stone]] - [[Wood industry|Wood]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Secondary Industries&lt;br /&gt;
| [[Alcohol]] - [[Armor]] - [[Arms industry|Arms]] - [[Ceramic industry|Ceramic]] - [[Extract]] - [[Finished goods]] - [[Fuel industry|Fuel]] - [[Furniture industry|Furniture]] - [[Gem industry|Gem]] - [[Glass industry|Glass]] - [[Soap]] - [[Textile industry|Textile]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tertiary Industries&lt;br /&gt;
| [[Military]] - [[Health care]] - [[Noble]] - [[Trade]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Industry&amp;diff=220549</id>
		<title>Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Industry&amp;diff=220549"/>
		<updated>2015-09-20T18:20:30Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: extract industry takes raw resources and converts them, thus it is a secondary industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:31, 25 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (provision of services). Quaternary industries (intellectual activities) are not present due to the fact that dwarves are not known for their intellectual pursuits.&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*[[Stone industry]]: Exploration and mining stone to produce buildings and items.&lt;br /&gt;
*[[Farming]] industry: The gathering and farming of plants for food and textiles.&lt;br /&gt;
*[[Fuel industry]]: The production of fuel to support the metal, glass and ceramics industries.&lt;br /&gt;
*[[Fishing industry]]: Fish are harvested and processed into food and shells.&lt;br /&gt;
*[[Meat industry]]: Animals are processed into meat, leather, bones, teeth and horns.&lt;br /&gt;
*[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts.&lt;br /&gt;
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly.&lt;br /&gt;
*[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*[[Alcohol]] industry: The production of alcohol to keep dwarves hydrated and content.&lt;br /&gt;
*[[Armor]] industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*[[Weapon]] industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*[[Finished goods]] industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*[[Furniture industry]]: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*[[Soap]] industry: The production of soap to be used in healthcare.&lt;br /&gt;
*[[Glass industry]]: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*[[Gem industry]]: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*[[Textile industry]]: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.&lt;br /&gt;
*[[Ceramic industry]]: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
*[[Extract]] industry: Vermin and plants can be processed into valuable extracts for export.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*[[Military]]: Brave dwarves put themselves in danger so that others may live in peace.&lt;br /&gt;
*[[Healthcare]]: Patching up your inevitably-wounded dwarves.&lt;br /&gt;
*[[Trading]]: Fortress goods are exchanged for materials and goods from other civilized places.&lt;br /&gt;
*[[Noble|Administration]]: &amp;lt;s&amp;gt;Parasites&amp;lt;/s&amp;gt; Dwarves who process work orders, keep the inventory, administer justice, and meet with foreign diplomats. Also good at pulling levers.&lt;br /&gt;
{{Category|Industry| }} {{Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=219313</id>
		<title>Template:DF2014 industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=219313"/>
		<updated>2015-06-07T03:58:01Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: alcohol isn't a primary industry. Nobles could be considered a tertiary industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Industry}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Primary Industries&lt;br /&gt;
| [[Wood industry|Wood]] - [[Stone industry|Stone]] - [[Farming]] - [[Fuel industry|Fuel]] - [[Fishing industry|Fishing]] - [[Meat industry|Meat]] - [[Metal industry|Metal]] - [[Beekeeping industry|Beekeeping]] - [[Poultry industry|Poultry]] - [[Extract]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Secondary Industries&lt;br /&gt;
| [[Alcohol]] - [[Armor]] - [[Arms industry|Arms]] - [[Finished goods]] - [[Soap]] - [[Glass industry|Glass]] - [[Gem industry|Gem]] - [[Textile industry|Textile]] - [[Ceramic industry|Ceramic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tertiary Industries&lt;br /&gt;
| [[Military]] - [[Health care]] - [[Noble]] - [[Trade]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Spider&amp;diff=219303</id>
		<title>Spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Spider&amp;diff=219303"/>
		<updated>2015-06-06T07:21:53Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: + Brown recluse (and variations)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Spider''' may refer to:&lt;br /&gt;
*The following animals (vermin and creatures):&lt;br /&gt;
**{{creature/variation links|Brown recluse spider|sep=***}}&lt;br /&gt;
**{{creature/variation links|Cave spider|sep=***}}&lt;br /&gt;
**{{creature/variation links|Jumping spider|sep=***}}&lt;br /&gt;
**{{creature/variation links|Phantom spider|sep=***}}&lt;br /&gt;
**{{creature/variation links|Spider monkey|sep=***}}&lt;br /&gt;
&lt;br /&gt;
For other web-producing creatures, see [[web]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sethal&lt;br /&gt;
| elvish  = thepani&lt;br /&gt;
| goblin  = utes&lt;br /&gt;
| human   = azoc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_tick&amp;diff=219302</id>
		<title>Giant tick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_tick&amp;diff=219302"/>
		<updated>2015-06-06T07:02:47Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: wikified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:14, 29 June 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=25&lt;br /&gt;
|fat=22&lt;br /&gt;
|eye=2&lt;br /&gt;
|intestine=8&lt;br /&gt;
|brain=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant ticks''' are the non-vermin variety of [[tick]]s.  They carry the MOUTH_SUCK_ATTACK creature variation tag, and can in fact suck blood from a dwarf.  In form and capability they are essentially a toothless, webless [[giant cave spider|giant spider]], and as such are relatively no danger to your dwarves; however, if cornered and attacked, they can make quick work of a single, untrained and unarmored dwarf.  Having an additional pair of legs gives them more resilience compared to giant insects, and less chance to get a fatal brain injury, but they are easily taken out by a military squad or [[hunter]].&lt;br /&gt;
It is highly recommended to either take it down by [[bolt]], or have an [[armor]]ed soldier take care of it, as even a single bite can incapacitate an unarmored dwarf.&lt;br /&gt;
&lt;br /&gt;
They are ubiquitous, and live for only two years, so they are better utilized as [[prepared meal|roasts]] than [[pet]]s. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=219294</id>
		<title>Advanced marksdwarf training guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_marksdwarf_training_guide&amp;diff=219294"/>
		<updated>2015-06-05T08:31:05Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Stopping Melee Charges */ Category:DF2014:Military&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:40, 11 May 2015 (UTC)}}&lt;br /&gt;
Marksdwarves are fairly buggy, and often refuse to use archery ranges, or stand in front of them, and fail to fire their crossbows. This guide goes into details explaining known bugs, and getting your Marksdwarves to train properly, as well as going into details regarding various ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
== Understanding Ranged Weaponry ==&lt;br /&gt;
&lt;br /&gt;
In vanilla Dwarf Fortress, the raws define three types of ranged weapons, each with their own skill and ammo.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;  |Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
!Ranged Weapon&lt;br /&gt;
!Ranged Skill&lt;br /&gt;
!Melee Skill&lt;br /&gt;
!Ammo&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|Marksdwarf&lt;br /&gt;
|Hammerdwarf&lt;br /&gt;
|Bolts&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|Bowman&lt;br /&gt;
|Swordman&lt;br /&gt;
|Arrows&lt;br /&gt;
|-&lt;br /&gt;
|Blowgun&lt;br /&gt;
|Blowgunner&lt;br /&gt;
|Swordman&lt;br /&gt;
|Darts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of these, dwarfs can only craft crossbows and bolts. Bows and blowguns are gained either through trade or recovery from downed enemies. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.&lt;br /&gt;
&lt;br /&gt;
== Equipping Your Marksdwarfs ==&lt;br /&gt;
&lt;br /&gt;
=== The Minimum Outfit ===&lt;br /&gt;
At a minimum, each dwarf requires the following to successfully use the crossbow.&lt;br /&gt;
* One crossbow&lt;br /&gt;
* One quiver&lt;br /&gt;
* One stack of bolts for each marksdwarf to fire&lt;br /&gt;
&lt;br /&gt;
A quiver is equipped on the upper body slot. Due to a bug, sometimes a marksdwarf will fail to pickup a quiver if wearing heavy armor. A workaround for this is given below. Wood and metal bolts are generated in stacks of 25. Bone bolts are generated in stacks of 5.&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
Crossbows can be made with wood or bone at a bowyer's workshop, or out of metal at a metalsmith/magma forge. Metal crossbows can be forged out of copper, bronze, bismuth bronze, iron, steel, or adamantine. Quivers must be made of leather at a leatherworks. The base material of a crossbow appears to have no effect on the lethality of ranged bolts. However, when marksdwarves end up in melee, they will use their crossbow as a hammer, thus it is recommended to make dense metal crossbows.&lt;br /&gt;
&lt;br /&gt;
=== Quivers and Bolts ===&lt;br /&gt;
Quivers can hold 25 bolts, and dwarves will pick up multiple stacks if necessary to fill it. In other words, they will successfully pick up five separate stacks of bone bolts, or 25 separate bolts if you're using a bolt splitting technique in your fortress. Bolts are collected in last-in-first-out order (LIFO); that is, dwarves will always go for the newest bolts in your fortress, even if there is an ammo stockpile three steps away from them. Each squad with marksdwarves must be assigned ammo; as they deplete it, Dwarf Fortress will automatically add additional ammo to the squad if there are some in the fortress, again following the principle of LIFO.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding 'Equipment Mismatch' Issues ===&lt;br /&gt;
Miners; wood cutters; and hunters have a default uniform. When these labors are enabled, a dwarf will carry the equipment appropriate to that job, making it unavailable for the military, and causing issues if that dwarf is then drafted. In general, its safe to put miners and wood cutters in ranged squads, and hunters in melee squads, as this prevents them from equipped the same type of item twice.&lt;br /&gt;
&lt;br /&gt;
When drafting hunters, clear their labors, and *confirm* that your hunter has put his quiver and crossbow away. If you don't, he'll generate equipment mismatches. Furthermore, a mismatch may be cause when a marksdwarf grabs a quiver that was once used by a hunter which still has bolts in it. This can be resolved by opening the dwarf in the {{K|k}} menu, then open his inventory, find the quiver, and forbid the bolts in it. He'll dump them, and properly reload. &lt;br /&gt;
&lt;br /&gt;
If you don't use hunters, you may want to remove their bolt assignments from the ammunition screen.&lt;br /&gt;
&lt;br /&gt;
== Setting your Marksdwarf's barrack ==&lt;br /&gt;
&lt;br /&gt;
=== Understanding Possible Training Activities ===&lt;br /&gt;
The first rule of marksdwarf training is you do *not* assign them a normal barrack. If they have that, they will prefer to train as hammerdwarves with their crossbows vs. actually shooting bolts. Furthermore, as the game gives precedence to melee training, they will almost never use an archery range even if one is assigned if they have a choice. &lt;br /&gt;
&lt;br /&gt;
When training, a dwarf has four possible options, which they will take in roughly this order:&lt;br /&gt;
 - Squad Training&lt;br /&gt;
 - Individual Combat Drill&lt;br /&gt;
 - Spar&lt;br /&gt;
 - Archery Training&lt;br /&gt;
&lt;br /&gt;
Squad training and sparring require multiple dwarfs (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves, training their melee skills while doing so). Except for archery training, dwarves require a standard barracks to conduct any of the above activities. Notably, it is possible to actually train marksdwarves via demonstration, both Crossbow and Archery skills are trainable via demonstrations.  By combining this with training orders, it is possible to make Archery Training the only valid option, and thus get them to train consistently.&lt;br /&gt;
&lt;br /&gt;
=== Building Archery Ranges ===&lt;br /&gt;
Thus, the first step is to build a room with a bunch of archery ranges. I recommend putting them against the left most wall so the shooting direction is automatically correct, but this should work regardless of direction. The room must be large enough that the marksdwarf has a one gap space between them and the target; I just make their &amp;quot;barrack&amp;quot; 10x10, and put an ammo stockpile in it. Notably, and this is a change from previous version is that the dwarf *must* be able to walk up to the the target; placing a channel in front of it will prevent them from training.&lt;br /&gt;
&lt;br /&gt;
Once you build your range, you must define it as a room. Make it so it touches the far wall, and don't worry, range rooms can overlap. You have to do this for each. Make sure the shooting direction is correct! In addition, your marksdwarf squad MUST at minimum have train set on each archery target. One dwarf can use one target at any given time.&lt;br /&gt;
&lt;br /&gt;
[[File:Archery_range_setup.png|A properly setup archery target]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repeat this for each range; you'll have 5-10 targets overlapping each other and assigned to your marksdwarves squad (in these screenshots, they are the &amp;quot;Home Guard&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===The Military Management Screen===&lt;br /&gt;
&lt;br /&gt;
This is by far the most difficult part. Fear the 'm' menu, for it eats children. The {{K|m}} menu is confusing on the best days, but this guide will walk you through it.&lt;br /&gt;
&lt;br /&gt;
The first and default page is the positions page. Ignore it for now, because you want to make the right uniform for your marksdwarves. Press {{K|n}} to bring up the uniforms screen. Do yourself a favor and just delete the default archer uniform. It's wrong and will not work properly.&lt;br /&gt;
&lt;br /&gt;
Create a new uniform with {{K|c}} and add the following:&lt;br /&gt;
 - crossbow (do NOT used individual choice, ranged; you *will* end up with dwarves who think an axe is a ranged weapon)&lt;br /&gt;
 - shield (optional)&lt;br /&gt;
 - leather armor&lt;br /&gt;
 - leather headwear&lt;br /&gt;
 - leather legwear&lt;br /&gt;
 - leather armor&lt;br /&gt;
 - leather legwear&lt;br /&gt;
&lt;br /&gt;
Press {{K|m}} to switch from &amp;quot;Partial matches&amp;quot; to &amp;quot;Exact matches&amp;quot; in the upper right. This appears to fix most of the issues of them not picking up quivers. You might be able to get away with over clothing however.&lt;br /&gt;
&lt;br /&gt;
Here's what it should like if you did it right:&lt;br /&gt;
&lt;br /&gt;
[[File:Working_training_uniform.png|400px|Uniform that gets them training]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now press {{K|p}} to go back to the positions menu. When you create the squad, it will ask for a uniform. Normally, this works as you'd expect it, assigning the uniform to an entire squad. However, if done with the captain of the guard position, it will *only* assign to that spot. You can look at the top of the screen to see what your dwarfs will train as (i.e. 10/10 Marksdwarfs). If needed, after selecting your recruits, then switch to the {{K|e}} menu. Select your squad, and then a position, then press {{K|U}} (that's capital U) to bring up the uniform selection screen.&lt;br /&gt;
&lt;br /&gt;
Highlight your crossbow uniform, and press {{K|shift}} + {{K|enter}} to assign it to all positions in the squad. If you then check the positions screen, at the top, it will say 10/10 marksdwarves, instead of 1/1 markdwarf 9/9 wrestlers, which is what will happen if you leave it on defaults.&lt;br /&gt;
&lt;br /&gt;
[[File:10_marksdwarves.png|400px|10/10 Marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
=== Handling Ammo ===&lt;br /&gt;
We're almost done. Go to the ammo screen.&lt;br /&gt;
&lt;br /&gt;
[[File:ammo_screen.png|400px|Ammo]]&lt;br /&gt;
&lt;br /&gt;
If you're setting this by hand, here's what to know. Each squad needs the correct ammo. Bolts are assigned on a &amp;quot;per-item&amp;quot; basis, i.e., a given stack of bolts thats marked for training will only be used for training and via versus. Unfortunately, an old bug prevents this from working; if you have multiple ammo types, and some are set Training-only, and others are set combat-only, your marksdwarves *will* get stuck and fail to train, or fail to fire. The only way to get this to work is if all ammo assignments in the fortress are set to both &amp;quot;CT&amp;quot; in the UI.&lt;br /&gt;
&lt;br /&gt;
==== Switching Bolts Types Reliably ====&lt;br /&gt;
Forbidding/Dumping is respected by the game when assigning ammo, so you can use the stocks screen to dump wooden/bone bolts when you're not training, and then have them load metal bolts for fighting. The easiest way to just use wooden/bone bolts when you're training (setting both CT flags on it in the ammo screen), and when you need them to switch, delete the ammo assignment for the training bolts, dump them from the stocks screen (DFHack's enhanced inventory is useful from this), and add the new metal bolts to the screen. Reverse the process to get them to change back.&lt;br /&gt;
&lt;br /&gt;
=== Squad Training Orders ===&lt;br /&gt;
&lt;br /&gt;
Now, for the magic bit that gets them doing nothing *but* training. Open the schedule screen with {{K|s}} and look at the orders. The default is &amp;quot;Train, 10 minimium&amp;quot;. '''This is WRONG!'''&lt;br /&gt;
&lt;br /&gt;
[[File:default_training_order.png|400px|Default Training Order]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|x}} to delete the order. The schedule screen will change to show no scheduled orders.&lt;br /&gt;
&lt;br /&gt;
[[File:No_orders.png|400px|no_orders]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|o}} to pull up the give order screen. Press {{K|o}} until 'Train' is set, and then press {{K|+}} so it shows minimum 1, like this. Then press shift-done to give the order. The screen will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Train_1.png|400px|train 1]]&lt;br /&gt;
&lt;br /&gt;
[[File:given_train_1_order.png|400px|after giving train 1 order]]&lt;br /&gt;
&lt;br /&gt;
Now do it again, until you have as many orders as total members of your squad (using a [[macro]] will allow you to repeat the process easily). You can give more than 5 orders, you just have to scroll in the orders screen to see it. When you're done it should look like this, after doing it 10 times.&lt;br /&gt;
&lt;br /&gt;
[[File:multiple_train_1.png|400px|Multiple train one orders]]&lt;br /&gt;
&lt;br /&gt;
Copy and paste the order to all the months. You can also set Sleep in Barrack at need to increase their training time, though this will raise the stress levels of dwarves in the squad due to tired thoughts.&lt;br /&gt;
&lt;br /&gt;
You're almost done. Activate your squad, and after they finish picking up equipment, watch your bolt supplies vanish as your marksdwarves do nothing *but* archery training.&lt;br /&gt;
&lt;br /&gt;
=== Why This Works ===&lt;br /&gt;
Squad training and sparing require multiple dwarves (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves). Training, minimum of 1 forces them to work solo. Since they don't have a normal barrack, they can't drill, which leaves Archery Training as the only possible way to train. Since reloading on marksdwarves continues to be erratic, they'll frequently report &amp;quot;No Orders&amp;quot; or similiar once they've finished archery training until the game notices that a given dwarf is out of ammo, in which case they'll go pick up more. &lt;br /&gt;
&lt;br /&gt;
Archery training grants less experience than live fire (8XP per bolt vs. 30XP), but no micromanagement, no hauling, one setup, and you can ignore it until you get that glorious announcement that Urist McMarksdwarf has become an Elite Marksdwarf.&lt;br /&gt;
&lt;br /&gt;
== Stopping Melee Charges ==&lt;br /&gt;
&lt;br /&gt;
The short version: DON'T USE the [[DF2014:Scheduling#Stations|station scheduling order]]!&lt;br /&gt;
&lt;br /&gt;
When a dwarf has line of sight on an enemy, they'll do one of two things: run away; or run up and fight. While they're running up to the enemy, dwarves will fire bolts if they have any, but then engage the enemy using their crossbows as hammers instead of firing. The easiest way to prevent this is either use fortification pillboxes (also known as [[DF2014:Archery_tower|archery towers]]), with a [[v0.34:Scheduling#Orders|patrol order]] that causes them to break line of sight, or defend burrows orders, which will keep them in the area defined by the burrow and prevent them from running up to the enemy.&lt;br /&gt;
&lt;br /&gt;
For patrol routes, marksdwarves *will* not take a Pickup Equipment order as long as they have line of sight on their enemy. Have them go through a door or something, and as soon as they lose sight of the goblin/forgotten beast/demon, they'll immediately go find bolts and reload.&lt;br /&gt;
&lt;br /&gt;
The full effectiveness at Defend Burrow orders at stopping a melee charge is unknown.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Military]]&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:DF2014:Military&amp;diff=219293</id>
		<title>Category:DF2014:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:DF2014:Military&amp;diff=219293"/>
		<updated>2015-06-05T08:29:51Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: category:military&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{vercat|World}}&lt;br /&gt;
[[Category:Military|*]]&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_military&amp;diff=219292</id>
		<title>Template:DF2014 military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_military&amp;diff=219292"/>
		<updated>2015-06-05T08:25:16Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: +Advanced Marksdwarf Training Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Military|Military and Fortress Defense]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Guides&lt;br /&gt;
| [[Military quickstart]] • [[Military interface|Interface walkthrough]] • [[Defense guide]] • [[Military F.A.Q.|F.A.Q.]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Soldier Management&lt;br /&gt;
| [[Military|Military overview]] • [[Soldier]]s • [[Scheduling|Scheduling and alerts]] • [[Squads|Squads]] • [[Equipment]] • [[Advanced Marksdwarf Training Guide|Marksdwarf training]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Design Tips&lt;br /&gt;
| [[Military design]] • [[Security design]] • [[Trap design]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Invaders&lt;br /&gt;
| [[Ambush]] • [[Megabeast]] • [[Siege]] • [[Thief]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Textile_industry&amp;diff=219281</id>
		<title>Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Textile_industry&amp;diff=219281"/>
		<updated>2015-06-04T07:03:52Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Clothes and cloth goods */ needs an it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:36, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''textile industry''' involves making [[thread]], [[cloth]], [[clothing]], [[bag]]s, [[rope]]s and [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is one way to keep your dwarves clothed and happy (their starting clothing will slowly [[wear]] away, and high-value replacements boost happiness), and can be a very lucrative option as a [[wealth]] industry, especially if the goods are high quality. The best choice for textile trade goods are dresses and robes because they have the highest base [[value]]. A textile industry is also important for healthcare: cloth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.&lt;br /&gt;
&lt;br /&gt;
See also the [[Leather#Leather industry|leather industry]], which can provide an alternative source of clothing.&lt;br /&gt;
&lt;br /&gt;
==Basic materials==&lt;br /&gt;
===Crops===&lt;br /&gt;
There are twelve [[crop]]s that can be [[Farming|grown]] for use in the textile industry, eight of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]].&lt;br /&gt;
&lt;br /&gt;
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[alcohol|brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]].&lt;br /&gt;
&lt;br /&gt;
[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in some cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of growing in all seasons. The counterpart to pig tails underground used to be [[rope reed]], but six new crops have been added since: [[kenaf]], [[cotton]], [[ramie]], [[flax]], [[hemp]] and [[jute]]. [[Hemp]], in addition to being processable, can also be [[millstone|milled]] into [[flour]], making it a good choice for food production, moreover, hemp and rope reeds are the only plants usable to make thread that are found outside tropical biomes. Rope reeds, like pig tails, can be [[alcohol|brew]]ed into drinks. [[Blade weed]] is similarly widely available and can be used to make emerald dye, as is [[hide root]], used to make redroot dye (at half the value of the others). The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].&lt;br /&gt;
&lt;br /&gt;
For easy reference, the plants are listed below:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse&amp;quot;&lt;br /&gt;
! colspan=10|Thread Plants&lt;br /&gt;
|-&lt;br /&gt;
! Plant !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter &lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]] || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] ||  || X || X ||    &lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]] || [[Above ground]] || X ||  || [[Biome#Groups|Not Freezing]] || X || X || X || X   &lt;br /&gt;
|-&lt;br /&gt;
| [[Flax]] || Above ground ||  || X || [[Grassland]], [[Savanna]] || X || X || X || X   &lt;br /&gt;
|-&lt;br /&gt;
| [[Jute]] || Above ground ||  || X || [[Tropical]] || X || X || X || X  &lt;br /&gt;
|-&lt;br /&gt;
| [[Hemp]] || Above ground ||  || X || [[Temperate]] || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Cotton]] || Above ground ||  || X || Tropical || X || X || X || X   &lt;br /&gt;
|-&lt;br /&gt;
| [[Ramie]] || Above ground ||  || X || Tropical || X || X || X || X &lt;br /&gt;
|-&lt;br /&gt;
| [[Kenaf]] || Above ground ||  || X || Tropical || X || X || X || X &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse&amp;quot;&lt;br /&gt;
! colspan=12|Dye Plants&lt;br /&gt;
|-&lt;br /&gt;
! Plant !! [[Dye]] !! colspan=2|Colour  !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter &lt;br /&gt;
|-&lt;br /&gt;
| [[Dimple cup]]  || Dimple Dye || Midnight Blue ||bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade weed]] || Emerald Dye || Emerald ||bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || [[Above ground]] ||  || X || [[Biome#Groups|Not Freezing]] || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Hide root]] || Redroot Dye || Red ||bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Above ground ||  || X || Not Freezing || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]] || Silver Dye || Black ||bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || Above ground ||  || X || [[Surroundings#Evil|Evil]], Not Freezing || X || X || X || X&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wool and hair===&lt;br /&gt;
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are versatile animals that can supplement your textile industry. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained.&lt;br /&gt;
&lt;br /&gt;
[[Hair]] is another textile material that comes from animals, but is only obtained by [[butcher]]ing certain animals such as [[horse]]s, [[yak]]s and [[grizzly bear]]s, as a byproduct of the [[meat industry]]. Hair is quite limited; it can only be made into (dyeable) [[thread]], and cannot be made into proper cloth or clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
Wool has only half the value of crop based thread. The same goes for hair of the more common and domestic animals, but the increasingly wild and rare animals listed under '[[Value#Material_multipliers]] - animals' have more valuable hair.&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave behind [[web]]s in the fortress or forests, which can be collected by the automatic &amp;quot;collect webs&amp;quot; job at a [[loom]]. This silk is worth half as much (6☼) as plant based textile. The vermin spiders can bite dwarves and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, &amp;quot;vermin breeding chambers&amp;quot;, or at the very least locking up your cats, are necessary precautions.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected &amp;quot;in the wild&amp;quot; at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider silk thread (and what you produce from it) is worth only twice as much (24☼) as easily available pig tail thread (12☼). For low-quality production, skillful dyeing adds more value than a better material (a no-quality dye adds 20☼, masterful dyeing adds 240☼ to the value). Note, however that the material multiplier is incorporated into the thread, cloth, and finished good values; the actual difference in final value for a masterful robe is up to 1052☼. This makes giant cave spider [[silk farming]] a lucrative project once your textile industry matures.&lt;br /&gt;
&lt;br /&gt;
===Trading and gathering===&lt;br /&gt;
The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in adequate clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the plants, or {{k|S}}pin the wool or hair. Making thread out of silk is done in one step: if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.&lt;br /&gt;
&lt;br /&gt;
Thread can be [[Dye|dyed]], which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to set workshop [[Orders]] so that dwarves only weave [[dye]]d thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes and cloth goods==&lt;br /&gt;
Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly skilled clothesmaker is a boon for any fortress.&lt;br /&gt;
&lt;br /&gt;
Even [[wear|worn]] clothing can still fetch a hefty price--1/2 to 3/4 its original value--and your dwarves will make sure there is an abundant supply. A high-quality textile industry provides sufficient value to purchase the entire caravan using only cast-off clothing.&lt;br /&gt;
&lt;br /&gt;
If you plan to use clothing for trading, you can moderately increase its value by sewing images onto it.  Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, an image can add significant value to an item. Note, however, that it is generally more profitable to create a second piece of clothing than to decorate an existing one.&lt;br /&gt;
&lt;br /&gt;
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing an object is not necessary in the sense that dwarves do not demand colorful clothes, but it is an easy way to greatly increase its [[value]] if you have a skilled [[dyer]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.&lt;br /&gt;
&lt;br /&gt;
Once you have harvested dye plants (which are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Each plant that is processed into dye creates 1 unit of dye, which is enough to dye 1 unit of thread or cloth. A single bag will hold the entire &amp;quot;stack&amp;quot; of dye, regardless of how big the stack of plants was.&lt;br /&gt;
&lt;br /&gt;
Dye can then be applied at a [[dyer's shop]] by a [[dyer]].&lt;br /&gt;
&lt;br /&gt;
==[[Value]]==&lt;br /&gt;
Clothes and cloth goods can have many modifiers, so it can be difficult to determine exactly how to produce the most valuable goods. Despite their complexity, cloth goods follow many of the same rules for [[item value]] calculations as other goods. Notably, the cloth, thread, and embroidery are calculated like [[decoration]]s, while dyes are just added directly. The specific formula for a cloth item's value is as follows:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
| item&lt;br /&gt;
|&lt;br /&gt;
| {{tc|green|cloth}}&lt;br /&gt;
|&lt;br /&gt;
| {{tc|red|thread}}&lt;br /&gt;
|-&lt;br /&gt;
|(item type * material * item quality)&lt;br /&gt;
| + &lt;br /&gt;
|{{tc|green|(decoration * material * cloth_quality)}}&lt;br /&gt;
| + &lt;br /&gt;
|{{tc|red|(decoration * material)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For dyed items, add&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|(powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
For embroidered items, add&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
(The quality of the embroidered cloth has no effect on the value.)&lt;br /&gt;
&lt;br /&gt;
The formula is quite complicated, so use this example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This is an '''exceptional''' pig tail fiber cloak. It is made from '''pig tail''' fiber cloth. The thread is midnight blue, '''superbly''' colored with '''dimple dye'''. On the item is an '''exceptionally''' designed image of waves in rope reed fiber by Urist McClothier. It is made from well-crafted '''rope reed''' fiber cloth. The thread is emerald '''exceptionally''' colored with '''emerald dye'''.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, the item value:&lt;br /&gt;
&lt;br /&gt;
(item type * material * item quality)&lt;br /&gt;
&lt;br /&gt;
('''cloak''' * '''pig tail''' * '''exceptional''')&lt;br /&gt;
&lt;br /&gt;
(('''26''' * '''2''' * '''5''')&lt;br /&gt;
&lt;br /&gt;
= '''260'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add the cloth quality of the item (ignore cloth quality on embroidery):&lt;br /&gt;
&lt;br /&gt;
{{tc|green|(decoration * material * cloth_quality)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|green|('''decoration''' * '''pig tail''' * '''normal''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|green|('''10''' * '''2''' * '''1''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|green|'''20'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, add the thread value of the item (ignore any embroidered thread):&lt;br /&gt;
&lt;br /&gt;
{{tc|red|(decoration * material)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|red|('''decoration''' * '''pig tail''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|red|('''10''' * '''2''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|red|'''20'''}}&lt;br /&gt;
&lt;br /&gt;
Then the item's dye value is added (ignore any dyed embroidery):&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|(powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|('''powder''' * '''dimple dye''' * '''superb''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|blue|('''1''' * '''20''' * '''4''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|blue|'''80'''}}&lt;br /&gt;
&lt;br /&gt;
Lastly, the embroidery:&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}}&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|('''decoration''' * '''rope reed''' * '''exceptional''') + ('''powder''' * '''emerald dye''' * '''exceptional''')}}&lt;br /&gt;
&lt;br /&gt;
{{tc|purple|('''10''' * '''2''' * '''5''') + ('''1''' * '''20''' * '''5''')}}&lt;br /&gt;
&lt;br /&gt;
= {{tc|purple|'''200'''}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So the total value of this item would be:&lt;br /&gt;
&lt;br /&gt;
260 + {{tc|green|20}} + {{tc|red|20}} + {{tc|blue|80}} + {{tc|purple|200}}&lt;br /&gt;
&lt;br /&gt;
= '''580'''&lt;br /&gt;
&lt;br /&gt;
Theoretically, the most valuable non-artifact/non-adamantine clothing item is worth '''3064'''. It would  be a masterful giant cave spider silk robe, made from masterful giant cave spider silk cloth masterfully dyed with dimple/silver/emerald dye. It would be worth 2344: ((33 * 4 * 12) + (10 * 4 * 12) + (10 * 4) + (1 * 20 * 12). The embroidery would be masterfully designed using masterfully-dyed giant cave spider silk cloth, adding 720: (10 * 4 * 12) + (1 * 20 * 12). Note, however, that the second piece of cloth would have likely been worth more as a second robe than as a decoration on the first.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[weaver|weaving]], [[clothier|clothes making]], [[milling]], and [[dyeing]]). The value of the finished product is determined by the [[quality]] of three specific steps (as well as the base material): weaving, dyeing, and clothes-making. Obviously, then, the more skilled your weavers, dyers, and clothiers, the better and more valuable your items will be.&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_wren&amp;diff=219228</id>
		<title>Giant wren</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_wren&amp;diff=219228"/>
		<updated>2015-05-31T02:47:05Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: wikified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:46, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|intestines=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=11&lt;br /&gt;
|meat=17&lt;br /&gt;
|bone=24&lt;br /&gt;
&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant wrens''' are massive flying creatures that appear in most savage biomes rather frequently. They are handy for the production of [[meat]], [[bones]] and [[tallow]]. Being birds, they can be tamed and will lay delicious [[egg]]s if a [[nest box]] is provided. Both of these make them a colossal boon for a highly populated fortress.&lt;br /&gt;
&lt;br /&gt;
Some dwarves like giant wrens for their intricate songs.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=217981</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=217981"/>
		<updated>2015-05-10T00:33:59Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Trivia */ paragraphs are our friends. Also, one does not use an apostrophe to form a plural.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must have the '''Wood Cutting''' [[labor]] enabled in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], probably because like mining it requires a tool to be equipped.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter with the appropriate labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Select the &amp;quot;Chop Down Trees&amp;quot; action (press {{k|t}}).&lt;br /&gt;
#* If you open the menu when the center of the screen is above ground, this option will be already selected.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting labor enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are treated as actual falling objects - they can splash in water, raising [[mist]], or hurt any creatures they land on, possible even killing the woodcutter himself, so make sure that the drop area is clear of any pets.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped [[axe]] to chop down trees. If a dwarf has the Wood Cutting labor enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; the dwarfs use [[battle axe]]s. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe, or even a wooden [[training weapon|training axe]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.&lt;br /&gt;
* Wood production can be sped up if the woodcutters have the [[haul|wood hauling]] labor disabled, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
* Any creature near a falling tree, other than the feller, is in danger. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry easy to maintain.&lt;br /&gt;
* If you remove the woodcutting labour of your only woodcutter, his axe may be taken by the military as well as all axes made subsequently. If you assign a new dwarf woodcutting, then they will do nothing, as they cannot find an axe. To solve this, disband your military temporarily, the woodcutter will pick up an axe, and you can them re-make your military squads.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka Dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding Goblins, as their cacophonous signing leads the Goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most Dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some Dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular Dwarven pass-time, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=217980</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=217980"/>
		<updated>2015-05-10T00:28:12Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Tips */ grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must have the '''Wood Cutting''' [[labor]] enabled in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], probably because like mining it requires a tool to be equipped.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter with the appropriate labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Select the &amp;quot;Chop Down Trees&amp;quot; action (press {{k|t}}).&lt;br /&gt;
#* If you open the menu when the center of the screen is above ground, this option will be already selected.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting labor enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are treated as actual falling objects - they can splash in water, raising [[mist]], or hurt any creatures they land on, possible even killing the woodcutter himself, so make sure that the drop area is clear of any pets.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped [[axe]] to chop down trees. If a dwarf has the Wood Cutting labor enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; the dwarfs use [[battle axe]]s. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe, or even a wooden [[training weapon|training axe]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.&lt;br /&gt;
* Wood production can be sped up if the woodcutters have the [[haul|wood hauling]] labor disabled, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
* Any creature near a falling tree, other than the feller, is in danger. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry easy to maintain.&lt;br /&gt;
* If you remove the woodcutting labour of your only woodcutter, his axe may be taken by the military as well as all axes made subsequently. If you assign a new dwarf woodcutting, then they will do nothing, as they cannot find an axe. To solve this, disband your military temporarily, the woodcutter will pick up an axe, and you can them re-make your military squads.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka Dwarven bliss) experienced by Wood Cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further).  Sadly, Wood cutters often fall victim to raiding Goblins, as their cacophonous signing leads the Goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos.  That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most Dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly).  Some Dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars.  These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick.  Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests,(another popular Dwarven pass-time, an event usually called the 'Pole-Toss').  Thus the origin of the phrase's &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat_drills&amp;diff=217822</id>
		<title>Combat drills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat_drills&amp;diff=217822"/>
		<updated>2015-05-02T19:54:17Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|16:27, 25 May 2010 (UTC)}}&lt;br /&gt;
[[dwarf|Dwarves]] that are part of a [[squad]] that is not currently ordered into &amp;quot;combat mode&amp;quot; (''kill {monster}/station {location}'') will now &amp;quot;Train&amp;quot; when they have nothing else to do.  If there is no one else to train with a Dwarf will initiate an &amp;quot;Individual Combat Drill&amp;quot;. (Soldiers with &amp;quot;self-motivated&amp;quot; in their personality will often initiate Individual Combat Drills when inactive as well.)  In order for this to happen you must have either a [[Barracks]] ([[zone]]d from a [[bed]]/[[cabinet]]) or an Armory (zoned from a [[Weapon rack]]/[[Armor stand]]) and set it to &amp;quot;train&amp;quot; mode (using {{k|t}}).&lt;br /&gt;
&lt;br /&gt;
By default, all squads are set to 'Active/Train' alert, in which they are assigned to train [[calendar|the entire year]]. To change this, go to [[Scheduling|alert]] screen ({{k|m}} {{k|a}}), select the new alert you want to set, then use right arrow to switch to squad listing and press {{k|enter}} to change the alert for the highlighted squad. Alternatively, you can use {{k|s}} from the game main menu, then select the squad you want to edit via its assigned letter, and repeatedly press {{k|t}} to cycle through the alerts.&lt;br /&gt;
&lt;br /&gt;
While [[Squads#Equipping_Soldiers|equipped]] with a [[weapon]], practice in [[Shield user]] and [[Dodging]] will occur magnitudes slower, if at all.  If you are trying to practice [[skills]] for survival, it may be a good idea to drill with no weapon at all for a while.&lt;br /&gt;
&lt;br /&gt;
Successful sparring will generate combat log [[reports]], showing the {{Raw Tile|S|3:7:1}} flag in main view for new sparring reports (similar to hunting reports).&lt;br /&gt;
&lt;br /&gt;
If your military is standing around only doing Individual Combat Drills, double-check the steps above and ensure that you have a barracks set to train, you have a training schedule set up, and the squad is set to follow that schedule in the [[Scheduling|alert]] screen ({{k|m}} {{k|a}}).&lt;br /&gt;
&lt;br /&gt;
{{Category|Military|Combat drills}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=White_stork&amp;diff=217654</id>
		<title>White stork</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=White_stork&amp;diff=217654"/>
		<updated>2015-04-19T19:43:41Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: wording, linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=0-4&lt;br /&gt;
|meat=2-6&lt;br /&gt;
|fat=2-6&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''White storks''' are medium-sized birds which cluster in groups from 5 to 10.&lt;br /&gt;
&lt;br /&gt;
They are not aggressive and can be found in [[grassland]]s and [[wetland]]s. They have no special qualities as far as birds get.&lt;br /&gt;
&lt;br /&gt;
Before you ask, white storks don't bring dwarven [[baby|babies]] to your fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grassland&amp;diff=217653</id>
		<title>Grassland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grassland&amp;diff=217653"/>
		<updated>2015-04-19T19:41:49Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: + white stork&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:27, 4 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Grasslands''' are biomes covered in [[grass]], other [[plant]]s are rather rare. They are very similar to [[shrubland]]s or [[savanna]]s. The first few layers of grasslands are soil (possibly including an [[aquifer]]), which benefits above ground farming. These biomes contain fewer [[tree]]s than forests, although they usually have enough to get by unless you need large amounts of wood for [[fuel]]. They usually have plenty of [[murky pool]]s, and often have [[brook]]s or even [[river]]s.  They tend to have less [[ore]] than [[mountain]]s, but as with any biome, you can find some if you dig down a few [[z-level]]s and look hard enough.&lt;br /&gt;
&lt;br /&gt;
Grasslands come in [[temperate]] and [[tropical]] varieties.&lt;br /&gt;
&lt;br /&gt;
== Temperate grasslands ==&lt;br /&gt;
&lt;br /&gt;
Temperate grasslands are notable as the only source of [[valley herb]]s.&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate grasslands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Buzzard]]&lt;br /&gt;
* [[Elk]]&lt;br /&gt;
* [[Groundhog]]&lt;br /&gt;
* [[Horse]]&lt;br /&gt;
* [[Muskox]]&lt;br /&gt;
* [[Rhesus macaque]] &lt;br /&gt;
* [[White stork]]&lt;br /&gt;
&lt;br /&gt;
'''In savage temperate grasslands appear:'''&lt;br /&gt;
* [[Giant badger]]&lt;br /&gt;
&lt;br /&gt;
'''In evil temperate grasslands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Ogre]]&lt;br /&gt;
&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate grasslands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Blue jay]]&lt;br /&gt;
* [[Cardinal]]&lt;br /&gt;
* [[Grackle]]&lt;br /&gt;
&lt;br /&gt;
== Tropical grasslands ==&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In tropical grasslands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Cheetah]]&lt;br /&gt;
* [[Gazelle]]&lt;br /&gt;
* [[Honey badger]]&lt;br /&gt;
* [[Lion]]&lt;br /&gt;
* [[Vulture]]&lt;br /&gt;
* [[Warthog]]&lt;br /&gt;
* [[White stork]]&lt;br /&gt;
&lt;br /&gt;
'''In savage tropical grasslands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Giant cheetah]]&lt;br /&gt;
* [[Giant lion]]&lt;br /&gt;
&lt;br /&gt;
'''In evil tropical grasslands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Ogre]]&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wetland&amp;diff=217652</id>
		<title>Wetland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wetland&amp;diff=217652"/>
		<updated>2015-04-19T19:39:49Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: + White stork&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}} &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;When I first came here, this was all swamp. Everyone said I was daft to build a castle on a swamp, but I built it all the same, just to show them. It sank into the swamp. So I built a second one. And that one sank into the swamp. So I built a third. That burned down, fell over, and then sank into the swamp. But the fourth one stayed up. And that's what you're going to get, Son, the strongest castle in all of England.&amp;quot;'' '''-King of Swamp Castle, Monty Python and the Holy Grail, 1975'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A '''wetland''' is a type of [[biome]], flooded permanently or only periodically, with an abundance of [[plants|foliage]], including heavy, specialized [[tree]]-growth and a vast ecosystem. The landscape is very flat, with only occasional, small gradients. [[Pond]]s are abundant. Wetlands tend to form around [[ocean]]ic coastlines, especially where [[river]]s meet the ocean.&lt;br /&gt;
&lt;br /&gt;
They generally have a high [[water]] table, meaning that an accessible [[aquifer]] is only a few tiles below the surface (and in occasionally unlucky circumstances, directly beneath the surface). It can be incredibly difficult to nigh-impossible to extract [[stone]]s from these areas, making the long-term feasibility of a fort doubtful; it is recommended that an additional, non-saturated biome be selected as well. The stratification is often hard to ascertain, as it is difficult to penetrate the aquifer. Usually there are a few layers of [[clay]] and [[loam]] followed, eventually, by stone and rock beneath.&lt;br /&gt;
&lt;br /&gt;
Wetlands with [[water#Salt Water|saltwater]] make habitability more precarious, as the aquifer and surrounding ponds are not drinkable. The water first has to be [[Water#Salt_Water|desalinated]].&lt;br /&gt;
&lt;br /&gt;
Specific categories of wetlands are '''marshes''' and '''swamps'''.&lt;br /&gt;
The types of wetlands you will find are:&lt;br /&gt;
&lt;br /&gt;
* Temperate freshwater marsh&lt;br /&gt;
* Temperate saltwater marsh&lt;br /&gt;
* Tropical freshwater marsh&lt;br /&gt;
* Tropical saltwater marsh&lt;br /&gt;
* Temperate freshwater swamp&lt;br /&gt;
* Temperate saltwater swamp&lt;br /&gt;
* Tropical freshwater swamp&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Mangrove swamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperate marshes ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Buzzard]]&lt;br /&gt;
* [[Saltwater crocodile]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Goose]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
* [[White stork]]&lt;br /&gt;
&lt;br /&gt;
'''In savage temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Slug man]]&lt;br /&gt;
* [[Snail man]]&lt;br /&gt;
&lt;br /&gt;
'''In evil temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Beak dog]]&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Red-winged blackbird]]&lt;br /&gt;
&lt;br /&gt;
== Tropical marshes ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Saltwater crocodile]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Water buffalo]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
* [[Leopard]]&lt;br /&gt;
* [[Jaguar]]&lt;br /&gt;
* [[Honey badger]]&lt;br /&gt;
* [[White stork]]&lt;br /&gt;
&lt;br /&gt;
'''In savage tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Slug man]]&lt;br /&gt;
* [[Snail man]]&lt;br /&gt;
* [[Tigerman]]&lt;br /&gt;
* [[Giant leopard]]&lt;br /&gt;
* [[Giant jaguar]]&lt;br /&gt;
&lt;br /&gt;
'''In evil tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Beak dog]]&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
&lt;br /&gt;
== Temperate swamps ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Alligator]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Turkey]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
&lt;br /&gt;
'''In savage temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Slug man]]&lt;br /&gt;
* [[Snail man]]&lt;br /&gt;
&lt;br /&gt;
'''In evil temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
&lt;br /&gt;
== Tropical swamps ==&lt;br /&gt;
(freshwater and saltwater, as well as mangrove swamps)&lt;br /&gt;
[[Image:Tropical freshwater swamp.png‎|thumb|right|A tropical freshwater swamp with some gorillas wandering along the brook.]]&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Gorilla]]&lt;br /&gt;
* [[Saltwater crocodile]]&lt;br /&gt;
* [[Tiger]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Water buffalo]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
* [[Leopard]]&lt;br /&gt;
* [[Jaguar]]&lt;br /&gt;
* [[Honey badger]]&lt;br /&gt;
&lt;br /&gt;
'''In savage tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Giant tiger]]&lt;br /&gt;
* [[Slug man]]&lt;br /&gt;
* [[Snail man]]&lt;br /&gt;
* [[Tigerman]]&lt;br /&gt;
* [[Giant leopard]]&lt;br /&gt;
* [[Giant jaguar]]&lt;br /&gt;
&lt;br /&gt;
'''In evil tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
&lt;br /&gt;
== General Wetland Wildlife ==&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Red-winged blackbird]]&lt;br /&gt;
* All insect vermin&lt;br /&gt;
* All vermin found in a [[pool]]&lt;br /&gt;
* [[Lizard]]&lt;br /&gt;
* [[Demon rat]]&lt;br /&gt;
* [[Rat]]&lt;br /&gt;
&lt;br /&gt;
'''In evil wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Demon rat]]&lt;br /&gt;
* [[Knuckle worm]]&lt;br /&gt;
&lt;br /&gt;
'''In good wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Fluffy wambler]]&lt;br /&gt;
&lt;br /&gt;
'''In savage wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
'''In good, benign wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Fairy]]&lt;br /&gt;
* [[Pixie]]&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=216867</id>
		<title>Lye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lye&amp;diff=216867"/>
		<updated>2015-02-28T17:40:05Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: link soap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye''' is a material used to make [[soap]] and [[potash]]. Potash can also be made directly from ash. Lye is made by a [[lye maker]] at an [[ashery]], and requires 1 [[bar]] of [[ash]] and a [[bucket]]. Ash is made from [[wood]] by a wood burner at a [[wood furnace]].&lt;br /&gt;
&lt;br /&gt;
Lye is moved from buckets into a [[barrel]] if you have a food stockpile with &amp;quot;misc. liquid&amp;quot; enabled (beware : the &amp;quot;food&amp;quot; menu has two pages, you need to scroll down to find that entry) and a spare barrel. One [[barrel]] can hold 50 units of lye. However, a bucket of lye can also be used directly to make [[soap]]. Lye freezes in cold weather. You'll have to wait until it thaws in order to make soap. Magma helps unfreeze lye.&lt;br /&gt;
&lt;br /&gt;
Lye is located under Food -&amp;gt; Misc. Liquids in the Stocks screen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|LYE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=212702</id>
		<title>Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=212702"/>
		<updated>2014-12-07T18:14:42Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Trapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on [[embark]], and doing so even allows you to chose from male and female animals. Since you need only one male to [[#Breeding|breed]], an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching animals for breeding. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals; see [[#Breeding|breeding]], below.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.&lt;br /&gt;
&lt;br /&gt;
It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
In all but the most inhospitable of places, there will be some &amp;lt;s&amp;gt;running food&amp;lt;/s&amp;gt; wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them (&amp;quot;ambushing&amp;quot;, their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.&lt;br /&gt;
&lt;br /&gt;
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.&lt;br /&gt;
&lt;br /&gt;
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Trapping ===&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanic]]s will reload the traps with fresh cages. &lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals will walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggression. &lt;br /&gt;
&lt;br /&gt;
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].&lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
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Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are on the map. You can elect to bring a breeding pair at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, often to the effect of forming or completing breeding pairs. Remember that you only ever need one male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having one male bull and ten female cows is a good idea.  As an aside, the lucky bull loves that arrangement. &lt;br /&gt;
&lt;br /&gt;
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.&lt;br /&gt;
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There is currently a per type population cap, currently observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again.&lt;br /&gt;
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To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one (which can also be a pet). To hem in an exploding population, you should preferably butcher the females.&lt;br /&gt;
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== Management ==&lt;br /&gt;
=== Pastures ===&lt;br /&gt;
Tame animals with the [GRAZER:&amp;lt;value&amp;gt;] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. [[Elephant]]s and [[rhinoceros]]es in particular are bugged at the moment; they cannot eat fast enough to keep up with their grazing needs, and as such will slowly starve to death if tamed.&lt;br /&gt;
&lt;br /&gt;
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it - this does not require any specific labor, and much like harvesting food, will be performed by all dwarves, even those with all hauling jobs disabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.&lt;br /&gt;
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Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].&lt;br /&gt;
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture and do fine in them. The basis of [[egg production]] is a pasture with [[nest box]]es in it.&lt;br /&gt;
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=== Pens ===&lt;br /&gt;
A strategy to improve your framerate is to [[restraint|restrain]] most of your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
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Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  When placed in &amp;quot;holding pens&amp;quot; consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem.  Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.&lt;br /&gt;
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To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be &amp;quot;forbidden&amp;quot; but &amp;quot;pet-passable&amp;quot;, since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing &amp;quot;pull lever&amp;quot; orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
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All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.&lt;br /&gt;
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A common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Internal pastures ===&lt;br /&gt;
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground &amp;quot;grass&amp;quot; will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.&lt;br /&gt;
&lt;br /&gt;
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. &lt;br /&gt;
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== Processing ==&lt;br /&gt;
=== Slaughtering and butchering ===&lt;br /&gt;
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a &amp;quot;Slaughter animal&amp;quot; task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.&lt;br /&gt;
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Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure &amp;quot;collateral&amp;quot; kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.&lt;br /&gt;
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Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].&lt;br /&gt;
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Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.&lt;br /&gt;
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Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].&lt;br /&gt;
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If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Overdrive ====&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
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== Animal products ==&lt;br /&gt;
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.&lt;br /&gt;
&lt;br /&gt;
===Meat===&lt;br /&gt;
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.&lt;br /&gt;
&lt;br /&gt;
===Fat===&lt;br /&gt;
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.&lt;br /&gt;
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===Bones===&lt;br /&gt;
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).&lt;br /&gt;
&lt;br /&gt;
===Skull===&lt;br /&gt;
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. Totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a [[finished goods]] [[bin]], so just transport the bins to the depot.&lt;br /&gt;
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===Hooves and horns===&lt;br /&gt;
Animals with hooves and/or horns will produce generic &amp;quot;[[horn]]&amp;quot; once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
===Raw hides===&lt;br /&gt;
Butching produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a &amp;quot;tan raw hide&amp;quot; job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.&lt;br /&gt;
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===Cartilage and nervous tissue===&lt;br /&gt;
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.&lt;br /&gt;
&lt;br /&gt;
===Ivory/Teeth===&lt;br /&gt;
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.&lt;br /&gt;
&lt;br /&gt;
==Secondary products==&lt;br /&gt;
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].&lt;br /&gt;
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=== Milk ===&lt;br /&gt;
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).&lt;br /&gt;
&lt;br /&gt;
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].&lt;br /&gt;
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===Wool===&lt;br /&gt;
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].&lt;br /&gt;
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==Automation==&lt;br /&gt;
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). The utility [[Utility:DFHack|DFHack]] provides an &amp;quot;autobutcher&amp;quot; command which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolt|Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldier|Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldier|Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
** [[Restraint|Restraints]]&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:DF2012:Meat industry]]&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=212701</id>
		<title>Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=212701"/>
		<updated>2014-12-07T18:09:56Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
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This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
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Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
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&lt;br /&gt;
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The basic units of the meat industry are its [[Animal|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on [[embark]], and doing so even allows you to chose from male and female animals. Since you need only one male to [[#Breeding|breed]], an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching animals for breeding. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals; see [[#Breeding|breeding]], below.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.&lt;br /&gt;
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It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).&lt;br /&gt;
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=== Hunting ===&lt;br /&gt;
In all but the most inhospitable of places, there will be some &amp;lt;s&amp;gt;running food&amp;lt;/s&amp;gt; wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them (&amp;quot;ambushing&amp;quot;, their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.&lt;br /&gt;
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Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.&lt;br /&gt;
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Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
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Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.&lt;br /&gt;
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=== Trapping ===&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanics]] will reload the traps with fresh cages. &lt;br /&gt;
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Cage traps should be built where animals will walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggression. &lt;br /&gt;
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To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].&lt;br /&gt;
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Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
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Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
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Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
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=== Breeding ===&lt;br /&gt;
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are on the map. You can elect to bring a breeding pair at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, often to the effect of forming or completing breeding pairs. Remember that you only ever need one male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having one male bull and ten female cows is a good idea.  As an aside, the lucky bull loves that arrangement. &lt;br /&gt;
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Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.&lt;br /&gt;
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There is currently a per type population cap, currently observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again.&lt;br /&gt;
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To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one (which can also be a pet). To hem in an exploding population, you should preferably butcher the females.&lt;br /&gt;
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== Management ==&lt;br /&gt;
=== Pastures ===&lt;br /&gt;
Tame animals with the [GRAZER:&amp;lt;value&amp;gt;] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. [[Elephant]]s and [[rhinoceros]]es in particular are bugged at the moment; they cannot eat fast enough to keep up with their grazing needs, and as such will slowly starve to death if tamed.&lt;br /&gt;
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Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it - this does not require any specific labor, and much like harvesting food, will be performed by all dwarves, even those with all hauling jobs disabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.&lt;br /&gt;
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Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].&lt;br /&gt;
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture and do fine in them. The basis of [[egg production]] is a pasture with [[nest box]]es in it.&lt;br /&gt;
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=== Pens ===&lt;br /&gt;
A strategy to improve your framerate is to [[restraint|restrain]] most of your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
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Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  When placed in &amp;quot;holding pens&amp;quot; consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem.  Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.&lt;br /&gt;
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To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be &amp;quot;forbidden&amp;quot; but &amp;quot;pet-passable&amp;quot;, since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing &amp;quot;pull lever&amp;quot; orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
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All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.&lt;br /&gt;
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A common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.&lt;br /&gt;
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Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.&lt;br /&gt;
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=== Internal pastures ===&lt;br /&gt;
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground &amp;quot;grass&amp;quot; will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.&lt;br /&gt;
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You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. &lt;br /&gt;
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== Processing ==&lt;br /&gt;
=== Slaughtering and butchering ===&lt;br /&gt;
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a &amp;quot;Slaughter animal&amp;quot; task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.&lt;br /&gt;
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Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure &amp;quot;collateral&amp;quot; kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.&lt;br /&gt;
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Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].&lt;br /&gt;
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Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.&lt;br /&gt;
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Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].&lt;br /&gt;
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If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
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If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
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==== Overdrive ====&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
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== Animal products ==&lt;br /&gt;
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.&lt;br /&gt;
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===Meat===&lt;br /&gt;
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.&lt;br /&gt;
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===Fat===&lt;br /&gt;
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.&lt;br /&gt;
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Tallow can also be cooked. However, tallow is a minimum-value food item and thus will not result in particularly valuable meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.&lt;br /&gt;
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===Bones===&lt;br /&gt;
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).&lt;br /&gt;
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===Skull===&lt;br /&gt;
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. Totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a [[finished goods]] [[bin]], so just transport the bins to the depot.&lt;br /&gt;
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===Hooves and horns===&lt;br /&gt;
Animals with hooves and/or horns will produce generic &amp;quot;[[horn]]&amp;quot; once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.&lt;br /&gt;
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===Raw hides===&lt;br /&gt;
Butching produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a &amp;quot;tan raw hide&amp;quot; job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
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It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
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===Hair===&lt;br /&gt;
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.&lt;br /&gt;
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===Cartilage and nervous tissue===&lt;br /&gt;
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.&lt;br /&gt;
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===Ivory/Teeth===&lt;br /&gt;
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.&lt;br /&gt;
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==Secondary products==&lt;br /&gt;
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.&lt;br /&gt;
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===Eggs===&lt;br /&gt;
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].&lt;br /&gt;
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=== Milk ===&lt;br /&gt;
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).&lt;br /&gt;
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Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].&lt;br /&gt;
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===Wool===&lt;br /&gt;
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].&lt;br /&gt;
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==Automation==&lt;br /&gt;
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). The utility [[Utility:DFHack|DFHack]] provides an &amp;quot;autobutcher&amp;quot; command which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.&lt;br /&gt;
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== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolt|Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldier|Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldier|Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
** [[Restraint|Restraints]]&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:DF2012:Meat industry]]&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ostrich&amp;diff=210893</id>
		<title>Ostrich</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ostrich&amp;diff=210893"/>
		<updated>2014-09-09T15:37:13Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: &lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
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{{Creaturelookup/0&lt;br /&gt;
|bone=20-26&lt;br /&gt;
|meat=14-20&lt;br /&gt;
|fat=10-13&lt;br /&gt;
|brain=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|tripe=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|gizzard_stone=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Ostriches''' are large, flightless birds. They also lay a large number of eggs. These traits combine to make them good choices to serve as the basis for [[egg production]] and the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=208282</id>
		<title>Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Meat_industry&amp;diff=208282"/>
		<updated>2014-07-27T18:13:11Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Embark */ less is more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The basic units of the meat industry are its [[Animals|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on [[embark]], and doing so even allows you to chose from male and female animals. Since you need only one male to [[#Breeding|breed]], an example way to kick-start your meat industry is to embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching animals for breeding. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals; see [[#Breeding|breeding]], below.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.&lt;br /&gt;
&lt;br /&gt;
It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
In all but the most inhospitable of places, there will be some &amp;lt;s&amp;gt;running food&amp;lt;/s&amp;gt; wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them (&amp;quot;ambushing&amp;quot;, their speed and chances of not being noticed being dependent on their skill) before opening fire at their quarry with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.&lt;br /&gt;
&lt;br /&gt;
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more than ambusher kill returning.&lt;br /&gt;
&lt;br /&gt;
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Trapping ===&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; dwarves with the [[hauling#animal_hauling|Animal Hauling]] labor can then haul the occupied [[cage]]s away and [[mechanics]] will reload the traps with fresh cages. &lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals will walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggression. &lt;br /&gt;
&lt;br /&gt;
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. Such obstacles and traps will also work against invading forces, as shown in the article on [[Trap_design#Trapping_efficiently|trap architecture]].&lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
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Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
Many animals in Dwarf Fortress are capable of [[breeding]] if a male and female are on the map. You can elect to bring a breeding pair at [[embark]], or purchase them from traders at a later date. Some [[immigrant]]s will bring [[pet]]s or stray animals with them, often to the effect of forming or completing breeding pairs. Remember that you only ever need one male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having one male bull and ten female cows is a good idea.  As an aside, the lucky bull loves that arrangement. &lt;br /&gt;
&lt;br /&gt;
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! Many creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.&lt;br /&gt;
&lt;br /&gt;
There is currently a per type population cap, currently observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again.&lt;br /&gt;
&lt;br /&gt;
To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one (which can also be a pet). To hem in an exploding population, you should preferably butcher the females.&lt;br /&gt;
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&lt;br /&gt;
== Management ==&lt;br /&gt;
=== Pastures ===&lt;br /&gt;
Tame animals with the [GRAZER:&amp;lt;value&amp;gt;] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. [[Elephant]]s and [[rhinoceros]]es in particular are bugged at the moment; they cannot eat fast enough to keep up with their grazing needs, and as such will slowly starve to death if tamed.&lt;br /&gt;
&lt;br /&gt;
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it - this does not require any specific labor, and much like harvesting food, will be performed by all dwarves, even those with all hauling jobs disabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.&lt;br /&gt;
&lt;br /&gt;
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].&lt;br /&gt;
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Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture and do fine in them. The basis of [[egg production]] is a pasture with [[nest box]]es in it.&lt;br /&gt;
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=== Pens ===&lt;br /&gt;
A strategy to improve your framerate is to [[restraint|restrain]] most of your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  When placed in &amp;quot;holding pens&amp;quot; consisting of closed 1x1 rooms, the animals have nowhere to go and so [[path|pathing]] is not a problem.  Creating and managing such rooms can be difficult, however. [[Activity zone#Pit/Pond|Pits]] and [[Pasture]]s can be adapted for this purpose.&lt;br /&gt;
&lt;br /&gt;
To move animals in and out of pens, doors are the best choice, with floodgates and (raising) bridges as alternatives. To get the framerate benefit, doors should be &amp;quot;forbidden&amp;quot; but &amp;quot;pet-passable&amp;quot;, since non-pet-passable state of doors is not taken into account during calculation of paths. Cold, hard reality stops pets at tightly closed doors, but they continue to calculate paths through them while bumping their heads into the door. Pets in cages help framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner). Pens with blocked access are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Moving of animals in and out of such pens requires player intervention, via unlocking doors or issuing &amp;quot;pull lever&amp;quot; orders to open floodgates or bridges. It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
All that being said, the framerate impact of large numbers of tame animals is notable but not crippling - a fort can have 200 animals moving about more or less freely without being brought to its knees. While caging particularly fecund non-grazers makes sense to reduce unit clutter, extreme measures are not really called for to preserve framerate.&lt;br /&gt;
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A common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.&lt;br /&gt;
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=== Internal pastures ===&lt;br /&gt;
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simple after discovering the [[cavern]]s. [[Floor fungus]] and other such underground &amp;quot;grass&amp;quot; will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. Limit dwarven traffic in your pasture levels to prevent plant trampling, and then wait a bit for the floor fungi and cave moss to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.&lt;br /&gt;
&lt;br /&gt;
You can also create pastures in stone layers, but the area will need to be cleared of all excess stone and [[irrigation|irrigated]] to create mud, enabling plant growth. The easiest way to do this is to dig out a level of rock and then either redirect some river flow or drain some small lakes to provide the necessary water. Once every tile of stone floor has been muddied, drain the water and wait for the underground vegetation to grow. &lt;br /&gt;
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== Processing ==&lt;br /&gt;
=== Slaughtering and butchering ===&lt;br /&gt;
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a &amp;quot;Slaughter animal&amp;quot; task at a [[butcher's shop]], be dragged there by a dwarf with the [[butcher]] labor and put down.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed it must then be butchered before the corpse rots. This happens instantly in the case of slaughtering. The corpses provided by hunters take some time to pry apart and in a fort with very few available workers, corpses can rot before anybody finds the time to process them. An animal corpse or body part is available if it is inside the butcher's shop or within a certain distance of the shop. Butcher's shops will only scan a limited amount of area (about 20 tiles in every direction) for butcherable corpses. If the corpse is too far away, the workshop will not task it. Putting a refuse pile accepting corpses and body parts close to the butcher's shop is therefore required to make sure &amp;quot;collateral&amp;quot; kills of hunters and the military are processed. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.&lt;br /&gt;
&lt;br /&gt;
Once butchered, the animal will yield one skull (though [[hydra|hydras]] produce more than one), and may also produce a raw hide, a number of (prepared)(organ-)meat pieces, and/or bones. Animal size and chance determines the exact yield. Very small animals, such as [[cavy|cavies]] or [[weasel]]s will produce only a skull when slaughtered. If a hunter kills such an animal, it will not be butchered, and you will not even get the skull. Depending on the animal type, the butchered animal may also yield [[horn|horns]], [[hoof|hoofs]], [[fat]], and/or [[cartilage]].&lt;br /&gt;
&lt;br /&gt;
Butchering of hunted or otherwise killed (not slaughtered) animals will produce a proportionate amount of meat, bones and skin for every butchered item, as long as the body part is big enough (otherwise, the butchers will simply ignore it). An animal chopped into several pieces by the military can thus give several hides of leather, while slaughtering a tame animal will only produce one. It will not grant more meat, fat, or bones, however.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be spun into low-value thread at the [[farmer's workshop]].&lt;br /&gt;
&lt;br /&gt;
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma will spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
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If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Overdrive ====&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.&lt;br /&gt;
&lt;br /&gt;
===Meat===&lt;br /&gt;
The primary output of the meat industry is the titular [[meat]]. Meat comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.&lt;br /&gt;
&lt;br /&gt;
===Fat===&lt;br /&gt;
Butchering an animal also produces some number of units of [[fat]], which must be processed into [[tallow]] at the kitchen. Tallow is very useful for a fort as ingredient in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of it. See [[soap]] on the exact details of processing.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be cooked. However, tallow is produced in single units and has low value and as such will result in rather small stacks of moderate-value meals. It is much more useful as a soap input. If your meat industry is small, you may be better off disabling the cooking of tallow in the kitchen [[status]] screen. With a large meat industry, you'll produce large amounts of tallow, and cooking it makes sense in this case, since your need for soap (which also consumes otherwise valuable [[wood]]) is limited.&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s, bone [[decoration]]s or a few [[armor|wearable items]] (bone helms and the like) at a [[craftsdwarf's workshop]]. [[Bowyer]]s can use them to make bone [[crossbow]]s at a [[bowyer's workshop]]. These various products can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).&lt;br /&gt;
&lt;br /&gt;
===Skull===&lt;br /&gt;
[[Skull]]s can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. Totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a [[finished goods]] [[bin]], so just transport the bins to the depot.&lt;br /&gt;
&lt;br /&gt;
===Hooves and horns===&lt;br /&gt;
Animals with hooves and/or horns will produce generic &amp;quot;[[horn]]&amp;quot; once butchered. These can be used to create horn trade goods or decorate items at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
===Raw hides===&lt;br /&gt;
Butching produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a &amp;quot;tan raw hide&amp;quot; job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Some animals drop [[hair]] when butchered, which can be [[spinner|spun]] into [[thread]] at a [[farmer's workshop]]. However, animal hair thread cannot be used to make [[cloth]], which means that the only use of hair thread is for [[suturing]] in [[hospital]]s. Hair thread can be [[dye]]d.&lt;br /&gt;
&lt;br /&gt;
===Cartilage and nervous tissue===&lt;br /&gt;
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner. Nervous tissue will rot and may generate miasma.&lt;br /&gt;
&lt;br /&gt;
===Ivory/Teeth===&lt;br /&gt;
[[Ivory]] is used to make trade goods or decorations at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, sufficiently large teeth, e.g. of large felines, can be used for the same purpose.&lt;br /&gt;
&lt;br /&gt;
==Secondary products==&lt;br /&gt;
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis than butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).&lt;br /&gt;
&lt;br /&gt;
Many animals can be milked in Dwarf Fortress that would not normally be, for example [[pig|pigs]].&lt;br /&gt;
&lt;br /&gt;
===Wool===&lt;br /&gt;
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
==Automation==&lt;br /&gt;
Manually managing your meat industry can become quite tedious, especially since the game has a tendency to not provide crucial information (age, gender, etc.). The utility [[Utility:DFHack|DFHack]] provides an &amp;quot;autobutcher&amp;quot; command which can automatically (and semi-intelligently) maintain a breeding population and provide a steady stream of butchering returns.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolt|Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldier|Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldier|Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
** [[Restraint|Restraints]]&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:DF2012:Meat industry]]&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Egg&amp;diff=199906</id>
		<title>v0.34:Egg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Egg&amp;diff=199906"/>
		<updated>2014-06-15T05:47:49Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Hatching Conditions */ one word makes the sentence actually work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:29, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}}{{catbox|DF2012:Egglaying}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Eggs''' are laid by creatures with the [[creature token#L|LAYS_EGGS]] token.  This includes ordinary fowl and reptiles, and also some more exotic creatures such as [[giant eagle]]s, [[dragon]]s, [[kobold]]s, and many others.  Eggs can be used by dwarves as [[food]], or they can be hatched. Eggs can only be eaten raw if at least one of their component materials (yolk, white, or shell) is edible raw; otherwise, they have to be cooked into prepared meals first.&lt;br /&gt;
&lt;br /&gt;
Egg laying animals will claim an empty [[Nest box]] if one is available.&lt;br /&gt;
&lt;br /&gt;
Males can also be [[mod]]ded to lay eggs, although these may not hatch.&amp;lt;sup&amp;gt;Needs clarification&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Hatching Conditions ==&lt;br /&gt;
&lt;br /&gt;
Hatching eggs requires that the dwarves are prevented from removing the eggs (and mother) from the nest box until they have a chance to hatch. This can be done by placing the nest box behind a locked [[door]] or by [[forbid]]ding the eggs in the nest box. Forbidding eggs on the [[menu#Kitchen Screen|kitchen menu]] will ''not'' prevent dwarves from removing them from the nest box &amp;amp;mdash; it will only prevent them from being cooked. Similarly, modifying all [[stockpiles]] to disallow eggs will prevent hauling jobs, however the eggs remain available for [[cook]]ing and eating.&lt;br /&gt;
&lt;br /&gt;
Eggs may be fertilized when laid, or they may not. In order for eggs to be fertilized, a male of the species must be present (though this does not always ''guarantee'' fertilization). Depending on the animal, fertilization chances seem to differ. {{verify}} If the creature is part of an actual civilization, then the egg-laying female must also be married in order for her eggs to be fertilized, and she likely must also be able to path to her husband. (In short, egg fertilization has the same conditions as normal impregnation in the game.)&lt;br /&gt;
&lt;br /&gt;
All fertilized eggs left undisturbed in a nest box hatch after exactly 3 months, unlike in real life.&lt;br /&gt;
&lt;br /&gt;
== Egg Production ==&lt;br /&gt;
{{main|Egg production}}&lt;br /&gt;
Fortresses can set up [[egg production]] as a source of [[food]]. This requires at least one adult, tame, female egg-laying [[animal]], a built and unclaimed [[nest box]], [[food hauling]], and [[cooking]].&lt;br /&gt;
&lt;br /&gt;
== Egg Composition ==&lt;br /&gt;
It appears from tests that the [[material]] an egg is made out of is actually the shell; this includes meals made from the eggs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=196657</id>
		<title>v0.34:Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal_person&amp;diff=196657"/>
		<updated>2014-02-16T23:41:02Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:25, 2 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal people''' are indigenous tribes of half-man, half-beast [[creature]]s with various animal-like traits (such as [[flying]], [[steals items|thievery]], and [[syndrome|poisons]]), inherited from their base animal. The original animal people were based on creatures classes, while more recently discovered animal people are based on variations of species instead. They may appear either wandering above ground in [[savage]] environments or in the [[cavern]]s; these two populations form distinct groups. Animal people generally have significantly longer [[age|lifespans]] than their base animals, as well as the ability to [[learns|learn]].&lt;br /&gt;
&lt;br /&gt;
Subterranean animal people are often equipped with primitive weaponry such as [[wood]]en [[spear]]s and [[blowgun]]s (they are also the only known source of [[blowdart]]s, which they will not willingly relinquish). While not interested in formal negotiations with dwarves, these animal people are usually not hostile; some will choose to band together against a [[forgotten beast|common threat]]. Animal people are not [[trapavoid]] and will often blunder into your cage traps, serving as live bait for [[giant cave spider|larger game]] and [[forgotten beast|uninvited guests]].&lt;br /&gt;
&lt;br /&gt;
Subterranean animal people can join your party in [[adventurer mode]], if you can find them.&lt;br /&gt;
&lt;br /&gt;
==  History ==&lt;br /&gt;
Present from the very first release of the game, in the early two-dimensional releases animal people did not exist as a class but were instead part of a small group of subterranean creatures (so called &amp;quot;river monsters&amp;quot;) that would emerge from the [[23a:Cave river|cave river]] to harass your dwarves (the frogman, now [[amphibian man]]; the lizardman, now [[reptile man]]; and the snakeman, now [[serpent man]]). With the release of 40d and three dimensions these creatures had their properties and names redefined and were moved to frock near [[40d:underground river|underground river]]s and [[40d:Underground pool|pools]].&lt;br /&gt;
&lt;br /&gt;
In the version .31 release these underground water features were expanded into the current-version [[cavern]]s, and the original animal people were renamed to their current forms and moved there. Their behavior was redefined as well to make them more interesting, as they would now linger around &amp;quot;camps&amp;quot; and use poison-tipped weapons. .31 also introduced a small number of other underground creatures, these named after and based on specific animals: the [[antman]], [[bat man]], [[cave fish man]], [[cave swallow man]], [[olm man]], and [[rodent man]].&lt;br /&gt;
&lt;br /&gt;
The 2012 release added hundreds more animal people species, all of which appear exclusively above-ground in [[savage]] [[biome|environs]]; these creatures are more or less distinct from the earlier, subterranean ones. They differ from subterranean species in that their behavior is much simpler: they simply wander around the map like any other wild [[creature]] would, and do not form camps or wield poisoned weapons. They do not exist as civs ''per se'', unlike their older counterparts.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Original animal men:&lt;br /&gt;
*[[Amphibian man]] &lt;br /&gt;
*[[Reptile man]] &lt;br /&gt;
*[[Rodent man]] &lt;br /&gt;
*[[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
Species added in version .31:&lt;br /&gt;
*[[Antman]] &lt;br /&gt;
*[[Bat man]]&lt;br /&gt;
*[[Cave fish man]]&lt;br /&gt;
*[[Cave swallow man]]&lt;br /&gt;
*[[Olm man]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=194688</id>
		<title>v0.34:Albatross</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=194688"/>
		<updated>2013-12-10T06:54:06Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: subject-verb agreement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:46, 28 June 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=6&lt;br /&gt;
|meat=9&lt;br /&gt;
|fat=9&lt;br /&gt;
|brain=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|tripe=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Despite its description, the '''albatross''' does not actually dive for food in-game. The most interesting thing about albatrosses is that they only appear on [[embark]]s containing [[ocean]] [[biome]]s; otherwise they are just another avian variety, exhibiting the same [[egg]]-laying and feather-laden behavior as all birds. They can appear one to ten at a time. Female albatrosses only lay eggs one at a time, making the species a poor choice for [[egg production]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Diomedea exulans in flight - SE Tasmania.jpg|thumb|left|400px|[[preference|Admired]] for their ''large wings'']]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=194217</id>
		<title>v0.34:Screw press</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=194217"/>
		<updated>2013-11-16T20:13:43Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: wikified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:18, 28 April 2011 (UTC)}}{{buggy}}{{Workshop|name=Screw press|key=p|job=[[Presser]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 2 [[Mechanism]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* Empty [[jug]]s&lt;br /&gt;
|production=&lt;br /&gt;
* [[Quarry bush|Rock nut oil]]&lt;br /&gt;
* [[Quarry bush|Rock nut press cake]]&lt;br /&gt;
* [[Honey|Honey bee honey]]&lt;br /&gt;
* [[Wax|Honey bee wax cake]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw press''' is a special workshop used to press liquids out of various substances. Currently, this consists of pressing rock nut paste to yield [[rock nut oil|oil]] (which can then be made into [[soap]] or cooked) and press cake (which can be cooked), and pressing honeycombs to yield [[honey]] (which can then be brewed into mead) and wax cake (which can be made into wax crafts). Each pressing job requires an empty [[jug]] to hold the oil or honey.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Screw presses sometimes do not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface should get the work started. &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.34_world&amp;diff=191640</id>
		<title>Template:V0.34 world</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.34_world&amp;diff=191640"/>
		<updated>2013-08-25T07:09:09Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Overworld&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| World Generation ([[World generation|Basic]] / [[Advanced_world_generation|Advanced]] / [[World_rejection|Rejections]])&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| [[Regions]] - [[Climate]] - [[Surroundings]] - [[Map legend]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| [[Civilization]]s - [[Site]]s ( [[Cave]] - [[Town]] - [[Fortress]] - [[Ruin]] ) - [[Calendar]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| [[Aquifer]] - [[Brook]] - [[Island]] - [[Tunnel]] - [[Volcano]] - [[Waterfall]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Biome]]s&lt;br /&gt;
| [[Chasm]]/[[Caverns]] - [[Desert]] - [[Forest]] - [[Glacier]] - [[Grassland]] - [[Lake]] - [[Mountain]] - [[Murky pool]] - [[Ocean]] - [[River]] - [[Savanna]] - [[Shrubland]] - [[Tundra]] - [[Wetland]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;{{interwiki|{{FULLPAGENAME}}}}&amp;lt;includeonly&amp;gt;{{Category|{{#if: {{{1|}}}|{{{1}}}|World}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg_production&amp;diff=190988</id>
		<title>v0.34 Talk:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg_production&amp;diff=190988"/>
		<updated>2013-07-31T01:43:34Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Pasture requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vermin birds as egg producers? ==&lt;br /&gt;
&lt;br /&gt;
So far, I've assumed that vermin birds and other egg laying vermin can't be used for egg production. Has anyone done any !!SCIENCE!! that might prove or disprove this hypothesis? [[User:Gentgeen|Gentgeen]] 00:06, 14 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Egg size? ==&lt;br /&gt;
&lt;br /&gt;
I notice a lot of comparisons on the wiki mention the size of the eggs, but I thought that was irrelevant - each in the stack just adds one to the final meal count of the prepared meal stack.  Am I wrong?  [[Special:Contributions/184.174.156.214|184.174.156.214]] 10:49, 23 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pasture requirements ==&lt;br /&gt;
&lt;br /&gt;
Nothing in here mentions the need to feed any of these animals. Given that it talks about a range from real-world traditioanlly domestic poultry, to fantasy birdlife, to carnivorous reptiles this is badly missing.&lt;br /&gt;
&lt;br /&gt;
I would guess the ideal for dwarves is to be able to have a bunch of battery style poultry rooms deep underground, the question is do the egg layers need to be free ranging in a pasture, or not? &lt;br /&gt;
If they need to be in a pasture:&lt;br /&gt;
* does that pasture have to be an above ground vegetation producing biome&lt;br /&gt;
* if underground&lt;br /&gt;
** does it need to be flooded&lt;br /&gt;
** do you need to have discovered underground water&lt;br /&gt;
[[User:ImaWestie|ImaWestie]] 03:45, 9 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only critters with the [GRAZER:&amp;lt;x&amp;gt;] need to be in a pasture to eat, and none of the domestic egg layers (or non-domestics as far as I remember) are grazers. They can be pastured for convenience, tidiness, and sanity, but it's not necessary. [[User:Gentgeen|Gentgeen]] ([[User talk:Gentgeen|talk]]) 01:43, 31 July 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=182882</id>
		<title>v0.34:Albatross</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=182882"/>
		<updated>2013-03-26T07:19:44Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|2012-05-10 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=6&lt;br /&gt;
|meat=9&lt;br /&gt;
|fat=9&lt;br /&gt;
|brain=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|tripe=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Despite its description, the '''albatross''' does not actually dive for food. Albatrosses are otherwise very similar to other birds, for example, laying [[egg]]s and having feathers instead of [[hair]]. As a female albatross only lays one egg at a time, they're not a good choice for [[egg production]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=182881</id>
		<title>v0.34:Albatross</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=182881"/>
		<updated>2013-03-26T07:18:57Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: not good choice for making eggs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|2012-05-10 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=6&lt;br /&gt;
|meat=9&lt;br /&gt;
|fat=9&lt;br /&gt;
|brain=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|tripe=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Despite its description, the '''albatross''' does not actually dive for food. Albatrosses are otherwise very similar to other birds, for example, laying [[egg]]s and having feathers instead of [[hair]]. As a female albatros only lays one egg at a time, they're not a good choice for [[egg production]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Computing&amp;diff=175724</id>
		<title>v0.34:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Computing&amp;diff=175724"/>
		<updated>2012-07-23T05:19:46Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Creature logic */ grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:7x191.PNG|right|thumb|Dwarven Computing at its best: this calculator has more processing power than twenty dwarves combined! However, that's not really saying much.]]&lt;br /&gt;
Computing in Dwarf Fortress is the practice of setting up complex constructions to perform logical operations and calculations; ideally, to control some functionality of your fortress. Even if it isn't a young concept anymore, there is still much room for improvement and development. One reason is that there are many ways to solve one problem. Innovation and invention are encouraged.&lt;br /&gt;
=== Binary information ===&lt;br /&gt;
Binary information can have one of two possible states: true or false, respectively 1 or 0. In dwarf fortress they can be represented by different entities:&lt;br /&gt;
* on/off state or signal of a trigger ([[pressure plate]] or [[lever]])&lt;br /&gt;
* power or connection state of a [[machine component]]&lt;br /&gt;
* open or closed state of a [[door]] or similar buildings&lt;br /&gt;
* [[pressure plate|low/high]] or [[flow|flowing/standing]] [[water|fluid]]&lt;br /&gt;
* present [[creature]]s and [[dwarf|borgs]]&lt;br /&gt;
&lt;br /&gt;
Electronic devices and computers base on this elementary form of information, and if you want to go into computing, you’ll have to familiarize yourself with it. [http://en.wikipedia.org/wiki/Propositional_calculus propositional calculus]&lt;br /&gt;
=== Input/Output ===&lt;br /&gt;
Input can be any device which can be linked to another device with mechanisms, such as [[lever|levers]] or [[pressure plate|pressure plates]]. Pressure plates can measure water, magma, or creature weight, and can be set to react to your own dwarves if measuring creature weight. If measuring water or magma you specify the minimum and maximum levels at which it should output 'on', and at all other levels it will output an 'off' signal. Regardless of the actual amount of water, magma, or creature weight on your pressure plate, the plate can only output an 'on' or 'off' signal (1 or 0) to whatever devices it is linked to. So everything you build will have a binary base.&lt;br /&gt;
&lt;br /&gt;
====Input elements====&lt;br /&gt;
* manual: [[lever]] -&amp;gt; binary on/off signal&lt;br /&gt;
* triggered: [[pressure plate]] -&amp;gt; binary on/off signal&lt;br /&gt;
&lt;br /&gt;
According to input, output can be anything that is able to react to an on/off signal. This can be doors, bridges, floodgates allowing or stopping flow, gears controlling pumps and much more. In some special configurations - when [[mechanical logic]] is involved - output may not be a on/off signal but power, thus running or not running a machine component.&lt;br /&gt;
&lt;br /&gt;
Currently to convert from power to an on/off signal, the only way is to use a kind of [[Mechanical_logic#Power_to_signal_converter|power to signal converter]], a screw pump connected to that power source, and a pressure plate to measure whether water is being pumped.&lt;br /&gt;
&amp;lt;!-- ...screw pump connected to that power source &amp;lt;s&amp;gt;with an unlimited amount of water and drainage at the output&amp;lt;/s&amp;gt;, and a pressure plate to measure whether water is being pumped&amp;lt;s&amp;gt; out by the pump&amp;lt;/s&amp;gt;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Output elements====&lt;br /&gt;
* signal: [[pressure plate]] -&amp;gt; binary on/off signal -&amp;gt; linkable Object(s)&lt;br /&gt;
* power: [[gear assembly]] -&amp;gt; binary power on/power off -&amp;gt; machine&lt;br /&gt;
&lt;br /&gt;
=== Binary logic ===&lt;br /&gt;
Basic binary logic takes one or two input bits and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
* NOT - takes one input and returns the opposite of the input&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A &lt;br /&gt;
! NOT&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
* AND - takes two inputs and returns true if both inputs are true&lt;br /&gt;
* OR - takes two inputs and returns true if at least one input is true&lt;br /&gt;
* XOR - takes two inputs and returns true if exactly one input is true&lt;br /&gt;
* NAND - takes two inputs and returns true if either input is false&lt;br /&gt;
* NOR - takes two inputs and returns true if both inputs are false&lt;br /&gt;
* XNOR - takes two inputs and returns true if both inputs are identical&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A&lt;br /&gt;
! input B&lt;br /&gt;
! AND&lt;br /&gt;
! OR&lt;br /&gt;
! XOR&lt;br /&gt;
! NAND&lt;br /&gt;
! NOR&lt;br /&gt;
! NXOR&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other gates. Some gates are easier to create or need fewer components than others depending on what discipline your logic relies on. Designing each individual gate that you will need (or using designs that had each individual gate designed) rather than building a gate out of multiple NAND gates or the like will generally result in your dorfputer reacting faster and using less resources (power, water, kittens, construction materials, what-have-you).&lt;br /&gt;
&lt;br /&gt;
=== Complex gates ===&lt;br /&gt;
* [[Latch]] - storing and reading a single binary value&lt;br /&gt;
* [[Repeater]] - sending a repeating signal&lt;br /&gt;
* [[Adder (Computing)|Counter/Adder]] - binary calculation&lt;br /&gt;
&lt;br /&gt;
== Disciplines ==&lt;br /&gt;
There are 3 main disciplines of dwarfputing, depending on what would drive the dwarfputer. Each of them has its assets and drawbacks.&lt;br /&gt;
&lt;br /&gt;
The three disciplines are:&lt;br /&gt;
=== Fluid logic ===&lt;br /&gt;
[[Fluid logic]] is controlling the ''flow of fluid'' over different pressure plates. Fluid logic can be easily constructed and every known logic gate in dwarf fortress has already been built with it. On the other hand this discipline depends on a somehow unlimited source of the used fluid to deal with its [[evaporation]] and [[Water#Water in Fortress Mode|destruction]].&lt;br /&gt;
&lt;br /&gt;
=== Mechanical logic ===&lt;br /&gt;
[[Mechanical logic]] uses systems of axles and [[gear assembly|gear assemblies]] to build logical gates. Mechanical logic reacts very fast and can be easily constructed, except for the need for a fluid-pump-based power-&amp;gt;signal converter in every gate. Since every gear can itself be linked to a trigger (or multiple triggers), and automatically connect to adjacent gears for transferring either power or load, mechanical logic gates are very flexible and don't require anywhere near the number of different devices that tend to be used in fluid logic gates (except, again, for the requirement for a fluid-pump-based power-&amp;gt;signal converter in every gate, unless you intend to use it to control a pump). On the other hand this discipline uses a LOT of mechanical power, and due to the lack of a power-&amp;gt;signal converter, also referred to as a &amp;quot;rotation sensor&amp;quot; (a device to convert from power to on/off link signals), you need to build one using fluid logic components if you want to connect multiple mechanical logic gates together or connect a mechanical logic gate to any output other than a pump.  There is, however, now a fully functional fluid preserving rotation sensor design.  So, in truth, current mechanical logic is more correctly termed mechanical-fluid hybrid logic, as you need some source of fluid to &amp;quot;prime&amp;quot; the rotation sensors your design will need.  Along with new techniques to construct logic gates by &amp;quot;pre-toggling&amp;quot; a gear assembly (see [[Pre-Toggled Mechanical Logic]]), any logical circuit can be built, given enough space in the game to do it.&lt;br /&gt;
&lt;br /&gt;
=== Creature logic ===&lt;br /&gt;
[[Creature logic]] uses pressure plates and constraints on creatures' movement through buildings such as doors and [[hatch cover|hatches]], in conjunction with their [[path]]ing behavior, to build logical gates.  Creature logic is very space intensive, but requires no power, fluid, or valuable materials.  Every kind of logical circuit can built with creature logic.&lt;br /&gt;
&lt;br /&gt;
[[Animal logic]] is a special kind of creature logic that relies on animals attempting to path through tightly closed doors. Animal logic circuits can be much more space efficient than other forms of creature logic, but is somewhat unreliable.&lt;br /&gt;
&lt;br /&gt;
===Examples of things you could do with logic gates===&lt;br /&gt;
* Repeater: Repeatedly toggling hatches open and closed, or spikes up and down.&lt;br /&gt;
* Latch: Making resettable one-use pressure plates which are reset by a lever.&lt;br /&gt;
* NOT gate: Reversing the effect of a switch or creature-sensing pressure plate, generally linked to a latch device. You can, of course, mod the latch device to send the opposite signal instead of using a NOT gate.&lt;br /&gt;
* AND gate: Requiring more than one condition to be true for something to occur. For instance, you could have a group of AND gates, with a system on/off switch, and and other triggers, with each trigger linked to a different AND gate with the system on/off switch linked to the the second input on all the AND gates, so that when the system on/off switch is OFF the output will be OFF on all the AND gates.&lt;br /&gt;
* OR gate: You could link two 1-7 water sensors to an OR gate, and link that to a NOT gate, and link that to some floodgates or doors which act as emergency bulkheads, closing when water is detected in the area. Or, link the OR gate to bridges which raise instead (but you may crush things, and bridges are slower than doors).&lt;br /&gt;
* XOR gate: You could use pressure plates hooked to latches at different points in your fort to detect enemy intrusion, and set them up to seal off the area with both an interior and exterior bulkhead when the intrusion occurs, but hook your latches up with an XOR gate and hook the output to the interior bulkhead to unseal that one if your pressure plates have detected that the enemy has gotten past it.&lt;br /&gt;
* NOR gate: A NOR gate returns TRUE (ON) only if both inputs are FALSE. Instead of using the OR gate example with a NOT gate, you could use a NOR gate linked to two 1-7 water sensors, whose output goes to doors or floodgates. When the pressure plates are both waterless, the floodgates will be open. When one detects water, the floodgates close. (If you used 0-0 pressure plates with an OR, you would get an OFF signal if both plates detected water, or an ON signal otherwise (which is the same as 1-7 NAND 1-7))&lt;br /&gt;
* NAND gate: A NAND gate returns TRUE (ON) whenever both inputs are not both TRUE (e.g. ON NAND ON is OFF, but every other combination is ON). Instead of the OR NOT or NOR example, you could link two 0-0 water sensors to a NAND gate, and link the NAND gate's output to raising bridges. 0-0 NAND 0-0 is the same as 1-7 OR 1-7. If there is no water on both pressure plates, the NAND gate will output an OFF signal. If, however, either has water, it will output an ON signal.&lt;br /&gt;
&lt;br /&gt;
* And here's a more complicated example, omitting the details of what gates to use: An automated swimming training room, where you pull a lever to close exit doors and open hatches to drop water into it, then pressure plates detect when there's enough water and close the hatches, and after a certain amount of time (using a very slow repeater, for instance), drains and exit doors open and the system resets until you pull the lever again. Or, the lever could be taken out entirely and the system could be made fully automatic (with dwarves set to train in the room, for instance) using the repeater.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
There are few examples of a really useful dwarfputer and some concepts which have the potential to become useful for others. But in most cases they are made just for fun. What doesn't mean to diminish their designers achievements, because these are in general the more complex ones.&amp;lt;br /&amp;gt;At the moment there are no known examples of animal or borg logic.&lt;br /&gt;
=== Useful ===&lt;br /&gt;
* Magma trap&lt;br /&gt;
** This is an example of a useful dwarfputer controlling a magma trap. It automatically floods an area with lava, cleans up and resets afterwards. The timing is perfectly adjusted to let the victims vanish only leaving their valuable metal behind.&amp;lt;br /&amp;gt;video: http://mkv25.net/dfma/movie-1808-perfectmagmatrap&amp;lt;br /&amp;gt;design: http://i576.photobucket.com/albums/ss208/kanddak/magmatrap.png&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
* repeater&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1370-pump-basedautorepeater&lt;br /&gt;
* adding machine&lt;br /&gt;
** mechanical logic, 6-bit: http://mkv25.net/dfma/movie-1561-addingmachine&lt;br /&gt;
** fluid logic, 8-bit: http://mkv25.net/dfma/movie-1084-numberabbeydemonstration&lt;br /&gt;
=== Such a doddle ===&lt;br /&gt;
* decimal display for 4-bit binary input&lt;br /&gt;
** mechanical logic, decimal with overflow-bit: http://mkv25.net/dfma/movie-1745-dwarfputerv01&lt;br /&gt;
** probably fluid logic: http://mkv25.net/dfma/movie-1657-7segmentlcddisplay&lt;br /&gt;
** fluid logic, hexadecimal: http://mkv25.net/dfma/movie-1092-7-segmentdisplaydemonstration&lt;br /&gt;
* tic tac toe&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1813-tictactoev10simple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related user pages ==&lt;br /&gt;
*[[User:BaronW]] - The Almighty Dwarven Calculator&lt;br /&gt;
*[[User:Jong/Dwarven_Computer]] - The first fully programmable digital Dwarven Computer&lt;br /&gt;
*[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
*[[User:Kyace/Adder]] - A full adder built using fluid logic, with a video of a rough prototype. Trivial to combine 8 of these to make a fluid device capable of adding two 8 bit numbers together.&lt;br /&gt;
*[[User:Soundandfury#Logic_Gates]] - These have a water supply reservoir above and a drain below.  The drained water can be pumped back to the supply reservoir.&lt;br /&gt;
*[[User:Bidok]] - Animal logic with all gates, memory, repeater and counter. All powered by kittens.&lt;br /&gt;
*[[User:LordOOTFD#Animal_Logic]] - Animal logic with fast complex gates, building upon Bidok's kitten powered systems.&lt;br /&gt;
*[[User:Hussell#Assorted_Devices]] - Fluid logic&lt;br /&gt;
*[[User:Gammon]] - Fluid logic. Very detailed CMOS gates.&lt;br /&gt;
*[[User:Root Infinity]] - Misc. logic gates.&lt;br /&gt;
*[[User:Vasiln/Goblin Logic 1]] - Theory and practice of invader-based creature logic.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Computing}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creature&amp;diff=175623</id>
		<title>v0.34:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creature&amp;diff=175623"/>
		<updated>2012-07-19T22:56:31Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Above Ground */  buzzards lay eggs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:18, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventure in many different ways.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly. [[Undead]] creatures are always hostile.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The average size of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. More or less equals the creature's weight in grams. These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (ie. incredible skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
&lt;br /&gt;
'''Biome:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main Races====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
WORK IN PROGRESS PLEASE DON'T DELETE!!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dwarf]]|symbol=☺|color=3:0:0|hostile=No|food=No|size=60,000|value=Not tameable|biome=Fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elf]]|symbol=e|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goblin]]|symbol=g|color=7:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race, Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Human]]|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kobold]]|symbol=k|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races is randomized for every game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civ.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Animalman Races====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amphibian man]]|symbol=a|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Antman]]|symbol=a|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat man]]|symbol=b|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave fish man]]|symbol=f|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave swallow man]]|symbol=s|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Olm man]]|symbol=o|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reptile man]]|symbol=r|color=2:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rodent man]]|symbol=r|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Serpent man]]|symbol=s|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether a animalman civilization treats you as hostile or not seems random. {{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Domestic Animals====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alpaca]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cat]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chicken]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cow]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dog]]|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Donkey]]|symbol=D|color=6:0:0|food=Yes|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goat]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Guineafowl]]|symbol=g|color=0:0:1|food=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horse]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Llama]]|symbol=L|color=7:0:1|food=Yes|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mule]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pig]]|symbol=p|color=5:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rabbit]]|symbol=r|color=6:0:0|food=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sheep]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wagon]]|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Bronze colossus]]|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dragon]]|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hydra]]|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Roc]]|symbol=R|color=7:0:1|food=Yes|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cyclops]]|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ettin]]|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant]]|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Minotaur]]|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Nonexistent====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Centaur]]|symbol=C|color=6:0:0|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimera]]|symbol=C|color=2:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Griffon]]|symbol=G|color=7:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Adder]]|symbol=a|color=6:0:0|food=Yes|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Adder man]]|symbol=a|color=6:0:0|food=Yes|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=100|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda man]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=35,050|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger man]]|symbol=b|color=7:0:0|food=Yes|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bark scorpion man]]|symbol=s|color=6:0:1|food=No|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Barn owl]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Barn owl man]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bilou]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bear]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=2,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba man]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=36,250|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-crested gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-handed gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blizzard man]]|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bobcat]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bobcat man]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bonobo]]|symbol=b|color=0:0:1|food=Yes|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown recluse spider man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=4,250|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=37,125|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushtit man]]|symbol=b|color=6:0:0|food=No|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin]]|symbol=c|color=7:0:1|food=Yes|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin man]]|symbol=c|color=7:0:1|food=Yes|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary man]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimpanzee]]|symbol=c|color=0:0:1|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla man]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cockatiel man]]|symbol=c|color=7:0:1|food=No|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=300|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=35,150|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coyote]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coyote man]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crow man]]|symbol=c|color=0:0:1|food=No|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dark gnome]]|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Deer]]|symbol=d|color=6:0:0|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise]]|symbol=t|color=6:0:0|food=Yes|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise man]]|symbol=t|color=6:0:0|food=Yes|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo]]|symbol=d|color=6:0:1|food=Yes|hostile=Yes|size=20,000|value=50|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo man]]|symbol=d|color=6:0:1|food=Yes|hostile=Yes|size=45,000|value=50|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Eagle]]|symbol=e|color=6:0:0|food=Yes|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Eagle man]]|symbol=e|color=6:0:0|food=Yes|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Echidna]]|symbol=e|color=6:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Echidna man]]|symbol=e|color=6:0:0|food=Yes|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant]]|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu man]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flying squirrel man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Foul blendec]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox]]|symbol=f|color=4:0:0|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gazelle]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aardvark]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant adder]]|symbol=A|color=6:0:0|food=Yes|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant anaconda]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=933|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant armadillo]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aye-aye]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant badger]]|symbol=B|color=7:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bark scorpion]]|symbol=S|color=6:0:1|food=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant barn owl]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant black mamba]]|symbol=S|color=0:0:1|food=Yes|hostile=No|size=117,550|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bobcat]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant brown recluse spider]]|symbol=S|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushmaster]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=129,922|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushtit]]|symbol=B|color=6:0:0|food=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capuchin]]|symbol=C|color=7:0:1|food=Yes|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cassowary]]|symbol=C|color=0:0:1|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant chinchilla]]|symbol=C|color=7:0:0|food=Yes|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coati]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cockatiel]]|symbol=C|color=7:0:1|food=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant copperhead snake]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=122,100|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coyote]]|symbol=C|color=7:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant crow]]|symbol=C|color=0:0:1|food=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant desert scorpion]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant desert tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant dingo]]|symbol=D|color=6:0:1|food=Yes|hostile=Yes|size=341,800|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant eagle]]|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Savage mountains|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant echidna]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant emu]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant flying squirrel]]|symbol=S|color=6:0:0|food=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gila monster]]|symbol=G|color=4:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grasshopper]]|symbol=G|color=2:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gray langur]]|symbol=L|color=7:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant great horned owl]]|symbol=O|color=7:0:0|food=Yes|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grey parrot]]|symbol=P|color=7:0:0|food=Yes|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hamster]]|symbol=H|color=7:0:0|food=No|hostile=No|size=201,049|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hare]]|symbol=H|color=6:0:0|food=Yes|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hedgehog]]|symbol=H|color=6:0:0|food=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hornbill]]|symbol=H|color=0:0:1|food=Yes|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hyena]]|symbol=H|color=6:0:0|food=Yes|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ibex]]|symbol=I|color=6:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant impala]]|symbol=I|color=6:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jackal]]|symbol=J|color=6:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jumping spider]]|symbol=J|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kakapo]]|symbol=K|color=2:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kangaroo]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kea]]|symbol=K|color=2:0:0|food=Yes|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kestrel]]|symbol=K|color=4:0:0|food=Yes|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant king cobra]]|symbol=K|color=0:0:1|food=Yes|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kingsnake]]|symbol=K|color=7:0:1|food=Yes|hostile=No|size=105,255|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kiwi]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant koala]]|symbol=K|color=7:0:0|food=Yes|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard gecko]]|symbol=G|color=6:0:1|food=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion tamarin]]|symbol=L|color=6:0:1|food=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lorikeet]]|symbol=L|color=4:0:1|food=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant louse]]|symbol=L|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lynx]]|symbol=L|color=6:0:0|food=Yes|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant magpie]]|symbol=M|color=0:0:1|food=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mantis]]|symbol=M|color=2:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant masked lovebird]]|symbol=L|color=2:0:1|food=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mongoose]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant monitor lizard]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moth]]|symbol=M|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ocelot]]|symbol=O|color=6:0:1|food=Yes|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant opossum]]|symbol=O|color=7:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ostrich]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pangolin]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant parakeet]]|symbol=P|color=2:0:1|food=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant peach-faced lovebird]]|symbol=L|color=2:0:1|food=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant peregrine falcon]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=207,702|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant porcupine]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant python]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=425,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rattlesnake]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=124,635|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant raven]]|symbol=R|color=0:0:1|food=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant red panda]]|symbol=P|color=4:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant skunk]]|symbol=S|color=0:0:1|food=Yes|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth bear]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant slug]]|symbol=S|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snail]]|symbol=S|color=7:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snowy owl]]|symbol=O|color=7:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant spider monkey]]|symbol=M|color=0:0:1|food=Yes|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant stoat]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tapir]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant thrips]]|symbol=T|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tick]]|symbol=T|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise man]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant weasel]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant white stork]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wild boar]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wolverine]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wombat]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wren]]|symbol=W|color=6:0:0|food=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=650,000|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster]]|symbol=g|color=4:0:1|food=Yes|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster man]]|symbol=g|color=4:0:1|food=Yes|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giraffe]]|symbol=G|color=6:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorilla]]|symbol=G|color=0:0:1|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grasshopper man]]|symbol=g|color=2:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray gibbon]]|symbol=g|color=0:0:1|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur]]|symbol=l|color=7:0:0|food=Yes|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur man]]|symbol=l|color=7:0:0|food=Yes|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great horned owl]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great horned owl man]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grey parrot]]|symbol=p|color=7:0:0|food=Yes|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grey parrot man]]|symbol=p|color=7:0:0|food=Yes|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grizzly bear]]|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hamster man]]|symbol=h|color=7:0:0|food=No|hostile=No|size=35,075|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare]]|symbol=h|color=6:0:0|food=Yes|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare man]]|symbol=h|color=6:0:0|food=Yes|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hedgehog man]]|symbol=h|color=6:0:0|food=No|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hoary marmot]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill]]|symbol=h|color=0:0:1|food=Yes|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill man]]|symbol=h|color=0:0:1|food=Yes|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena]]|symbol=h|color=6:0:0|food=Yes|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena man]]|symbol=h|color=6:0:0|food=Yes|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex man]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ice wolf]]|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala man]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal]]|symbol=j|color=6:0:0|food=Yes|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal man]]|symbol=j|color=6:0:0|food=Yes|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jumping spider man]]|symbol=j|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo man]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kangaroo]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kangaroo man]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea man]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kestrel]]|symbol=k|color=4:0:0|food=Yes|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kestrel man]]|symbol=k|color=4:0:0|food=Yes|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[King cobra]]|symbol=k|color=0:0:1|food=Yes|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[King cobra man]]|symbol=k|color=0:0:1|food=Yes|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake]]|symbol=k|color=7:0:1|food=Yes|hostile=No|size=750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake man]]|symbol=k|color=7:0:1|food=Yes|hostile=No|size=35,375|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi]]|symbol=k|color=6:0:0|food=Yes|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi man]]|symbol=k|color=6:0:0|food=Yes|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala]]|symbol=k|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala man]]|symbol=k|color=7:0:0|food=Yes|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard gecko man]]|symbol=g|color=6:0:1|food=No|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion tamarin man]]|symbol=l|color=6:0:1|food=No|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lorikeet man]]|symbol=l|color=4:0:1|food=No|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Louse man]]|symbol=l|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx]]|symbol=l|color=6:0:0|food=Yes|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx man]]|symbol=l|color=6:0:0|food=Yes|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magpie man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mandrill]]|symbol=m|color=1:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mantis man]]|symbol=m|color=2:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Masked lovebird man]]|symbol=l|color=2:0:1|food=No|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose man]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard man]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose man]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moth man]]|symbol=m|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain gnome]]|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain goat]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Muskox]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nightwing]]|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot]]|symbol=o|color=6:0:1|food=Yes|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot man]]|symbol=o|color=6:0:1|food=Yes|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum man]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orangutan]]|symbol=O|color=6:0:0|food=Yes|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ostrich]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ostrich man]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda man]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Parakeet man]]|symbol=p|color=2:0:1|food=No|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peach-faced lovebird man]]|symbol=l|color=2:0:1|food=No|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peregrine falcon]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=1,100|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peregrine falcon man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=35,550|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pileated gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Polar bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Porcupine]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Porcupine man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Python]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Python man]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raccoon]]|symbol=r|color=7:0:0|food=Yes|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=3,500|value=20|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake man]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=36,750|value=20|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raven]]|symbol=r|color=0:0:1|food=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raven man]]|symbol=r|color=0:0:1|food=No|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red panda]]|symbol=p|color=4:0:0|food=Yes|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red panda man]]|symbol=p|color=4:0:0|food=Yes|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sasquatch]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Satyr]]|symbol=s|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Siamang]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Silvery gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk man]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear man]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth man]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slug man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snail man]]|symbol=s|color=7:0:0|food=No|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl man]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sparrow man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spider monkey]]|symbol=m|color=0:0:1|food=Yes|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spider monkey man]]|symbol=m|color=0:0:1|food=Yes|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Strangler]]|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir man]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thrips man]]|symbol=t|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tick man]]|symbol=t|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerman]]|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Vulture]]|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Warthog]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=200|value=10|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werewolf]]|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, taiga, temperate forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=36,500|value=25|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-browed gibbon]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-handed gibbon]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar man]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=47,500|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wren man]]|symbol=w|color=6:0:0|food=No|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amethyst man]]|symbol=M|color=5:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave ogre]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blood man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bugbat]]|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave blob]]|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave crocodile]]|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave dragon]]|symbol=D|color=7:0:1|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave floater]]|symbol=f|color=6:0:1|hostile=No|food=No|size=40,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Creeping eye]]|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crundle]]|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Draltha]]|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Drunian]]|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire imp]]|symbol=i|color=6:0:1|food=Yes|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flesh ball]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=70,000|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Floating guts]]|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gabbro man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bat]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave spider]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave swallow]]|symbol=C|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant earthworm]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mole]]|symbol=m|color=6:0:0|food=Yes|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant olm]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rat]]|symbol=R|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant toad]]|symbol=T|color=2:0:0|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green devourer]]|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Helmet snake]]|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hungry head]]|symbol=h|color=0:0:1|food=Yes|hostile=Yes|size=5,000|value=50|biome=Caverns|note=Flying}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Iron man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jabberer]]|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Large rat]]|symbol=r|color=0:0:1|food=Yes|hostile=No|size=25,000|value=250|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma crab]]|symbol=C|color=0:0:1|hostile=No|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manera]]|symbol=m|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mud man]]|symbol=M|color=6:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Naked mole dog]]|symbol=n|color=4:0:1|food=Yes|hostile=No|size=60,000|value=350|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Plump helmet man]]|symbol=m|color=5:0:0|food=No|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond grabber]]|symbol=p|color=1:0:1|food=Yes|hostile=Yes|size=30,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reacher]]|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rutherer]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troglodyte]]|symbol=t|color=6:0:0|food=No|hostile=Yes|size=6,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troll]]|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Voracious cave crawler]]|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross man]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator snapping turtle]]|symbol=T|color=2:0:0|food=Yes|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Angelshark]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Axolotl man]]|symbol=a|color=5:0:0|food=No|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Basking shark]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver man]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blacktip reef shark]]|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bull shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Carp]]|symbol=α|color=3:0:0|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cod]]|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coelacanth]]|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common skate]]|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common snapping turtle]]|symbol=t|color=2:0:0|food=Yes|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Conger eel]]|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab]]|symbol=c|color=4:0:1|food=Yes|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab man]]|symbol=c|color=4:0:1|food=Yes|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cuttlefish man]]|symbol=c|color=6:0:0|food=No|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Damselfly man]]|symbol=d|color=3:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal man]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emperor penguin]]|symbol=p|color=7:0:1|food=Yes|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant albatross]]|symbol=A|color=7:0:1|food=Yes|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant axolotl]]|symbol=A|color=5:0:0|food=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant beaver]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant crab]]|symbol=C|color=4:0:1|food=Yes|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cuttlefish]]|symbol=C|color=6:0:0|food=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant damselfly]]|symbol=D|color=3:0:1|food=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant elephant seal]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grouper]]|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant harp seal]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant horseshoe crab]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leech]]|symbol=L|color=0:0:1|food=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard seal]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant loon]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mink]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moon snail]]|symbol=S|color=4:0:1|food=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant narwhal]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant nautilus]]|symbol=N|color=4:0:1|food=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant octopus]]|symbol=O|color=7:0:0|food=Yes|hostile=No|size=940|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant orca]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant otter]]|symbol=O|color=6:0:0|food=Yes|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant penguin]]|symbol=P|color=0:0:1|food=Yes|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant platypus]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pond turtle]]|symbol=T|color=2:0:0|food=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant puffin]]|symbol=P|color=0:0:1|food=Yes|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snapping turtle]]|symbol=T|color=2:0:0|food=Yes|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sperm whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=100,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sponge]]|symbol=S|color=4:0:1|food=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic squid]]|symbol=S|color=7:0:1|food=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great barracuda]]|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great white shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Halibut]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hammerhead shark]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal man]]|symbol=h|color=7:0:0|food=Yes|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hippo]]|symbol=H|color=7:0:0|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leech man]]|symbol=l|color=0:0:1|food=No|hostile=No|size=35,050|value=10|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal man]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Little penguin]]|symbol=p|color=1:0:1|food=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longnose gar]]|symbol=g|color=6:0:0|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon]]|symbol=l|color=0:0:1|food=Yes|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon man]]|symbol=l|color=0:0:1|food=Yes|hostile=No|size=38,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manta ray]]|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Marlin]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink]]|symbol=m|color=6:0:0|food=Yes|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink man]]|symbol=m|color=6:0:0|food=Yes|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moon snail man]]|symbol=s|color=4:0:1|food=No|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal man]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nautilus man]]|symbol=n|color=4:0:1|food=No|hostile=No|size=35,250|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nurse shark]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocean sunfish]]|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=20|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus man]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=35,010|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opah]]|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=2,500,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca man]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=1,285,000|value=750|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Otter man]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=40,000|value=25|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin]]|symbol=p|color=0:0:1|food=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin man]]|symbol=p|color=7:0:1|food=Yes|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pike]]|symbol=α|color=2:0:0|food=Yes|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus]]|symbol=p|color=6:0:0|food=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond turtle man]]|symbol=t|color=2:0:0|food=No|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin]]|symbol=p|color=0:0:1|food=Yes|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin man]]|symbol=p|color=0:0:1|food=Yes|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[River otter]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea otter]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shortfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snapping turtle man]]|symbol=t|color=2:0:0|food=Yes|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sperm whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=12,500,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sperm whale man]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=6,285,000|value=1000|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spiny dogfish]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge]]|symbol=s|color=4:0:1|food=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge man]]|symbol=s|color=4:0:1|food=No|hostile=No|size=60,000|value=10|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted wobbegong]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Squid man]]|symbol=s|color=7:0:1|food=No|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swordfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger shark]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerfish]]|symbol=α|color=3:0:1|food=Yes|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Walrus]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale shark]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whitetip reef shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
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==Hidden Fun Stuff==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
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{{CreatureCurrent table row|name=[[Demon]]|symbol=&amp;amp;|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=[[Hell]]|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Forgotten beast]]|symbol=Any|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Night creature]]|symbol=Ñ|color=2:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Titan]]|symbol=Any|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=175622</id>
		<title>v0.34:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=175622"/>
		<updated>2012-07-19T22:41:08Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Tertiary Industries */ + Nobles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (provision of services).&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*[[Stone industry]]: Exploration and mining stone to produce buildings and items.&lt;br /&gt;
*[[Farming]] industry: The gathering and farming of plants for food and textiles.&lt;br /&gt;
*[[Alcohol]] industry: The production of alcohol to keep dwarves hydrated and content.&lt;br /&gt;
*[[Fuel industry]]: The production of fuel to support the metal, glass and ceramics industries.&lt;br /&gt;
*[[Fishing industry]]: Fish are harvested and processed into food and shells.&lt;br /&gt;
*[[Meat industry]]: Animals are processed into meat, leather, bones, teeth and horns.&lt;br /&gt;
*[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts.&lt;br /&gt;
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly.&lt;br /&gt;
*[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct.&lt;br /&gt;
*[[Extract]] industry: Vermin and plants can be processed into valuable extracts for export.&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*[[Armor]] industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*[[Weapon]] industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*[[Finished goods]] industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*[[Furniture industry]]: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*[[Soap]] industry: The production of soap to be used in healthcare.&lt;br /&gt;
*[[Glass industry]]: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*[[Gem industry]]: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*[[Textile industry]]: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.&lt;br /&gt;
*[[Ceramic industry]]: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
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===Tertiary Industries===&lt;br /&gt;
*[[Military]]: Brave dwarves put themselves in danger so that others may live in peace.&lt;br /&gt;
*[[Healthcare]]: Patching up your inevitably-wounded dwarves.&lt;br /&gt;
*[[Trading]]: Fortress goods are exchanged for materials and goods from other civilized places.&lt;br /&gt;
*[[Noble|Administration]]: &amp;lt;s&amp;gt;Parasites&amp;lt;/s&amp;gt; Dwarves who process work orders, keep the inventory, administer justice, and meet with foreign diplomats. Also good at pulling levers.&lt;br /&gt;
{{Category|Industry}} {{Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=168507</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=168507"/>
		<updated>2012-03-23T22:21:06Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: update&lt;/p&gt;
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&lt;div&gt;23 March 2012&amp;lt;noinclude&amp;gt;&lt;br /&gt;
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This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
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If this template isn't up to date, feel free to correct it.&lt;br /&gt;
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[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adder&amp;diff=166919</id>
		<title>v0.34 Talk:Adder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adder&amp;diff=166919"/>
		<updated>2012-03-14T01:08:57Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: Created page with &amp;quot;==This should get moved== As there's now a snake with this name in the game, this article should get moved somewhere else to make room. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This should get moved==&lt;br /&gt;
As there's now a snake with this name in the game, this article should get moved somewhere else to make room. [[User:Gentgeen|Gentgeen]] 01:08, 14 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=166918</id>
		<title>v0.34:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=166918"/>
		<updated>2012-03-14T01:07:00Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Egg-laying Animals */ some more useful egg layers from the new raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:15, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
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'''Producing eggs''', like the [[meat industry]], the [[beekeeping industry]], the [[fishing industry]] and [[farming]], creates [[food]]. In egg production, collection and cooking of [[egg]]s is the primary activity, as, over time, domestic poultry such as [[chicken]]s can produce much more food as eggs than the same animal produces as meat when butchered (1 egg = 1 meal). When starting out a new fortress, raising poultry can be an excellent way to quickly fill up your food [[barrel]]s as it requires very little set-up for your dwarves. As a by-product of egg production, older or excess animals can be butchered as part of the [[meat industry]].&lt;br /&gt;
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== Acquiring Egg-laying Animals ==&lt;br /&gt;
There are several sources for obtaining egg-laying [[animal]]s, outlined below.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy [[Domestic_animal#Comparison_of_domestic_poultry|domestic poultry]] at [[embark]] and even decide how many males and females of each animal you embark with. Since you don't need males to produce eggs, and need only one male to breed, you could embark with three or four hens, and at most one rooster. Poultry animals are very economical to purchase at embark, costing only 6[[currency|☼]] each. &lt;br /&gt;
&lt;br /&gt;
Of the domestic poultry, [[turkey]]s produce the most eggs per clutch on average, followed by [[duck]]s, then [[chicken]]s and [[guineafowl]]. Turkeys are the largest animals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smaller. All domestic poultry become adults one year after hatching, but geese, blue peafowl, and guineafowl grow to full size at one year; other poultry only reach full size after two years.&lt;br /&gt;
&lt;br /&gt;
===Migration===&lt;br /&gt;
Immature domestic poultry may arrive at your fortress with a wave of [[migrant]]s. These animals may be strays or [[pet]]s.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
''Requires: A [[trade depot]], a [[Broker|trader]], a [[merchant]], and some tradeable goods''&lt;br /&gt;
&lt;br /&gt;
You can purchase egg-laying animals from a merchant. Elves may bring tamed exotic animals which are additionally [[giant eagle|interesting for defense purposes]].&lt;br /&gt;
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===Cage traps===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, a [[mechanic]], a [[kennel]], and a [[animal trainer]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch egg-laying animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk or fly. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, perhaps several z-levels high, to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
Egg-laying animals that are caught in a cage trap need to be tamed by an [[animal trainer]] at a [[kennel]] before they can be safely used to produce eggs.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, one or more [[nest box]]es, and time''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map, and there is an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, then sooner or later (and probably sooner) the male will fertilize the eggs laid by the female. No contact between the male and the female or eggs is needed - fertilization can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership. ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)'' Even a male in a flock of wild animals outside the fortress walls can fertilize a clutch locked deep in a lowest level. A female can lay a clutch of eggs again immediately after the last clutch hatches. A female that can not claim a nest box ''will not'' lay a clutch of eggs. &lt;br /&gt;
&lt;br /&gt;
A fertilized clutch will only hatch if they are left in the nest box undisturbed and their mother is allowed to incubate the eggs. Collecting the eggs, [[butcher's shop|slaughtering]] the mother, or deconstructing the nest box will all prevent the eggs from hatching. A clutch of eggs to be used for breeding should be [[forbidden]] to prevent their collection. Even if the eggs and mother are left undisturbed, it is possible that clutch was not fertilized. Eggs that don't hatch after two seasons will likely never hatch.  To make sure that the eggs are left undisturbed, make sure that no [[stockpile]]s accept that type of egg, and if you [[cooking|cook]] any meals make sure that that type of egg is turned off in the kitchen sub-screen of the [[status]] screen.  Alternatively, you can put the nest boxes in a room behind a [[door]] and forbid the door to keep your dwarves away from the eggs.&lt;br /&gt;
&lt;br /&gt;
As a large number of free-roaming animals will reduce your game speed, a common strategy is to cage all your young poultry until matured because they cannot lay eggs, and do not give the same amount of bones, meat, and fat as adults. Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher a [[saltwater crocodile]] hatchling right away, rather than wait 3 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap]]s judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like a [[cave crocodile]] farm!&lt;br /&gt;
&lt;br /&gt;
==Egg Collection==&lt;br /&gt;
''Requires: A tame adult female egg-laying animal, a [[nest box]], and [[food hauling]]''&lt;br /&gt;
&lt;br /&gt;
Once you have at least one tame adult female egg-laying animal, you need to build a [[nest box]] to begin production of delicious and filling [[egg]]s. Every so often, the adult females will claim a nest box and lay a clutch of eggs. Then, a [[food hauling|food hauler]] will collect the eggs and move them to a food [[stockpile]]. As food hauling is an unskilled labor, any dwarf in the fortress can be as good at egg collection as every other dwarf! Egg collection is a great way to use those [[peasant]]s that otherwise just move boulders around the fortress.&lt;br /&gt;
&lt;br /&gt;
As of v0.31.21, it seems that eggs must be [[cook]]ed into [[prepared meal]]s at a [[kitchen]] before they can be eaten by dwarves.&lt;br /&gt;
&lt;br /&gt;
==Egg-laying Animals==&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Outdoor Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Adder]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Albatross]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|305&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator snapping turtle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Barn owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Beak dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1600&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Black mamba]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Blue peafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|102&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Bushmaster]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Buzzard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cassowary]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|550&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Chicken]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Common snapping turtle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Desert tortoise]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Duck]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|142&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Echidna]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emperor penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|465&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emu]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|805&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant tortoise]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|82&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gila monster]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goose]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gray parrot]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Great horned owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Guineafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Hornbill]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kakapo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kea]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kestrel]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[King cobra]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kingsnake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Little penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|53&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Loon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Monitor lizard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Osprey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Peregrine falcon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|46&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Platypus]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Puffin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Python]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Raven]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Saltwater crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sea_serpent|Sea serpent]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Snowy owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Swan]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|340&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Turkey]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|87&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Vulture]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[White stork]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|}&lt;br /&gt;
:† Common [[domestic animal]], can be purchased at embark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Subterranean Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crundle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Elk bird]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cave swallow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Helmet snake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Jabberer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''[[:Megabeast|Megabeasts]]'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Roc]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|201000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
It appears that aquatic egg laying animals will not claim a nest box. It doesn't matter if the box is built underwater or on land.&amp;amp;nbsp;http://www.bay12forums.com/smf/index.php?topic=75780.105&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=166916</id>
		<title>v0.34:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=166916"/>
		<updated>2012-03-14T00:18:05Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Egg-laying Animals */ + Pegegrine falcon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:15, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Producing eggs''', like the [[meat industry]], the [[beekeeping industry]], the [[fishing industry]] and [[farming]], creates [[food]]. In egg production, collection and cooking of [[egg]]s is the primary activity, as, over time, domestic poultry such as [[chicken]]s can produce much more food as eggs than the same animal produces as meat when butchered (1 egg = 1 meal). When starting out a new fortress, raising poultry can be an excellent way to quickly fill up your food [[barrel]]s as it requires very little set-up for your dwarves. As a by-product of egg production, older or excess animals can be butchered as part of the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring Egg-laying Animals ==&lt;br /&gt;
There are several sources for obtaining egg-laying [[animal]]s, outlined below.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy [[Domestic_animal#Comparison_of_domestic_poultry|domestic poultry]] at [[embark]] and even decide how many males and females of each animal you embark with. Since you don't need males to produce eggs, and need only one male to breed, you could embark with three or four hens, and at most one rooster. Poultry animals are very economical to purchase at embark, costing only 6[[currency|☼]] each. &lt;br /&gt;
&lt;br /&gt;
Of the domestic poultry, [[turkey]]s produce the most eggs per clutch on average, followed by [[duck]]s, then [[chicken]]s and [[guineafowl]]. Turkeys are the largest animals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smaller. All domestic poultry become adults one year after hatching, but geese, blue peafowl, and guineafowl grow to full size at one year; other poultry only reach full size after two years.&lt;br /&gt;
&lt;br /&gt;
===Migration===&lt;br /&gt;
Immature domestic poultry may arrive at your fortress with a wave of [[migrant]]s. These animals may be strays or [[pet]]s.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
''Requires: A [[trade depot]], a [[Broker|trader]], a [[merchant]], and some tradeable goods''&lt;br /&gt;
&lt;br /&gt;
You can purchase egg-laying animals from a merchant. Elves may bring tamed exotic animals which are additionally [[giant eagle|interesting for defense purposes]].&lt;br /&gt;
&lt;br /&gt;
===Cage traps===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, a [[mechanic]], a [[kennel]], and a [[animal trainer]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch egg-laying animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk or fly. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, perhaps several z-levels high, to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
Egg-laying animals that are caught in a cage trap need to be tamed by an [[animal trainer]] at a [[kennel]] before they can be safely used to produce eggs.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, one or more [[nest box]]es, and time''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map, and there is an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, then sooner or later (and probably sooner) the male will fertilize the eggs laid by the female. No contact between the male and the female or eggs is needed - fertilization can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership. ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)'' Even a male in a flock of wild animals outside the fortress walls can fertilize a clutch locked deep in a lowest level. A female can lay a clutch of eggs again immediately after the last clutch hatches. A female that can not claim a nest box ''will not'' lay a clutch of eggs. &lt;br /&gt;
&lt;br /&gt;
A fertilized clutch will only hatch if they are left in the nest box undisturbed and their mother is allowed to incubate the eggs. Collecting the eggs, [[butcher's shop|slaughtering]] the mother, or deconstructing the nest box will all prevent the eggs from hatching. A clutch of eggs to be used for breeding should be [[forbidden]] to prevent their collection. Even if the eggs and mother are left undisturbed, it is possible that clutch was not fertilized. Eggs that don't hatch after two seasons will likely never hatch.  To make sure that the eggs are left undisturbed, make sure that no [[stockpile]]s accept that type of egg, and if you [[cooking|cook]] any meals make sure that that type of egg is turned off in the kitchen sub-screen of the [[status]] screen.  Alternatively, you can put the nest boxes in a room behind a [[door]] and forbid the door to keep your dwarves away from the eggs.&lt;br /&gt;
&lt;br /&gt;
As a large number of free-roaming animals will reduce your game speed, a common strategy is to cage all your young poultry until matured because they cannot lay eggs, and do not give the same amount of bones, meat, and fat as adults. Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher a [[saltwater crocodile]] hatchling right away, rather than wait 3 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap]]s judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like a [[cave crocodile]] farm!&lt;br /&gt;
&lt;br /&gt;
==Egg Collection==&lt;br /&gt;
''Requires: A tame adult female egg-laying animal, a [[nest box]], and [[food hauling]]''&lt;br /&gt;
&lt;br /&gt;
Once you have at least one tame adult female egg-laying animal, you need to build a [[nest box]] to begin production of delicious and filling [[egg]]s. Every so often, the adult females will claim a nest box and lay a clutch of eggs. Then, a [[food hauling|food hauler]] will collect the eggs and move them to a food [[stockpile]]. As food hauling is an unskilled labor, any dwarf in the fortress can be as good at egg collection as every other dwarf! Egg collection is a great way to use those [[peasant]]s that otherwise just move boulders around the fortress.&lt;br /&gt;
&lt;br /&gt;
As of v0.31.21, it seems that eggs must be [[cook]]ed into [[prepared meal]]s at a [[kitchen]] before they can be eaten by dwarves.&lt;br /&gt;
&lt;br /&gt;
==Egg-laying Animals==&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Outdoor Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Albatross]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|305&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Barn owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Beak dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1600&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Blue peafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|102&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Buzzard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cassowary]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|550&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Chicken]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Duck]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|142&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emperor penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|465&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emu]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|805&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goose]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gray parrot]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Great horned owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Guineafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Hornbill]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kakapo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kea]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kestrel]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Little penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|53&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Loon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Osprey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Peregrine falcon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|46&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Platypus]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Puffin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Raven]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Saltwater crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sea_serpent|Sea serpent]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Snowy owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Swan]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|340&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Turkey]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|87&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Vulture]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[White stork]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|}&lt;br /&gt;
:† Common [[domestic animal]], can be purchased at embark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Subterranean Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crundle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Elk bird]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cave swallow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Helmet snake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Jabberer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''[[:Megabeast|Megabeasts]]'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Roc]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|201000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
It appears that aquatic egg laying animals will not claim a nest box. It doesn't matter if the box is built underwater or on land.&amp;amp;nbsp;http://www.bay12forums.com/smf/index.php?topic=75780.105&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg_production&amp;diff=166914</id>
		<title>v0.34 Talk:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg_production&amp;diff=166914"/>
		<updated>2012-03-14T00:06:29Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Vermin birds as egg producers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vermin birds as egg producers? ==&lt;br /&gt;
&lt;br /&gt;
So far, I've assumed that vermin birds and other egg laying vermin can't be used for egg production. Has anyone done any !!SCIENCE!! that might prove or disprove this hypothesis? [[User:Gentgeen|Gentgeen]] 00:06, 14 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg_production&amp;diff=166913</id>
		<title>v0.34 Talk:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg_production&amp;diff=166913"/>
		<updated>2012-03-14T00:06:06Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: Vermin birds as egg producers?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vermin birds as egg producers? ==&lt;br /&gt;
&lt;br /&gt;
So far, I've assumed that vermin birds and other egg laying vermin can't be used for egg productions. Has anyone done any !!SCIENCE!! that might prove or disprove this hypothesis? [[User:Gentgeen|Gentgeen]] 00:06, 14 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=166903</id>
		<title>v0.34:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=166903"/>
		<updated>2012-03-13T18:50:20Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: /* Egg-laying Animals */ add the new birds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:15, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Producing eggs''', like the [[meat industry]], the [[beekeeping industry]], the [[fishing industry]] and [[farming]], creates [[food]]. In egg production, collection and cooking of [[egg]]s is the primary activity, as, over time, domestic poultry such as [[chicken]]s can produce much more food as eggs than the same animal produces as meat when butchered (1 egg = 1 meal). When starting out a new fortress, raising poultry can be an excellent way to quickly fill up your food [[barrel]]s as it requires very little set-up for your dwarves. As a by-product of egg production, older or excess animals can be butchered as part of the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring Egg-laying Animals ==&lt;br /&gt;
There are several sources for obtaining egg-laying [[animal]]s, outlined below.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy [[Domestic_animal#Comparison_of_domestic_poultry|domestic poultry]] at [[embark]] and even decide how many males and females of each animal you embark with. Since you don't need males to produce eggs, and need only one male to breed, you could embark with three or four hens, and at most one rooster. Poultry animals are very economical to purchase at embark, costing only 6[[currency|☼]] each. &lt;br /&gt;
&lt;br /&gt;
Of the domestic poultry, [[turkey]]s produce the most eggs per clutch on average, followed by [[duck]]s, then [[chicken]]s and [[guineafowl]]. Turkeys are the largest animals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smaller. All domestic poultry become adults one year after hatching, but geese, blue peafowl, and guineafowl grow to full size at one year; other poultry only reach full size after two years.&lt;br /&gt;
&lt;br /&gt;
===Migration===&lt;br /&gt;
Immature domestic poultry may arrive at your fortress with a wave of [[migrant]]s. These animals may be strays or [[pet]]s.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
''Requires: A [[trade depot]], a [[Broker|trader]], a [[merchant]], and some tradeable goods''&lt;br /&gt;
&lt;br /&gt;
You can purchase egg-laying animals from a merchant. Elves may bring tamed exotic animals which are additionally [[giant eagle|interesting for defense purposes]].&lt;br /&gt;
&lt;br /&gt;
===Cage traps===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, a [[mechanic]], a [[kennel]], and a [[animal trainer]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch egg-laying animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk or fly. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, perhaps several z-levels high, to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
Egg-laying animals that are caught in a cage trap need to be tamed by an [[animal trainer]] at a [[kennel]] before they can be safely used to produce eggs.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, one or more [[nest box]]es, and time''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map, and there is an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, then sooner or later (and probably sooner) the male will fertilize the eggs laid by the female. No contact between the male and the female or eggs is needed - fertilization can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership. ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)'' Even a male in a flock of wild animals outside the fortress walls can fertilize a clutch locked deep in a lowest level. A female can lay a clutch of eggs again immediately after the last clutch hatches. A female that can not claim a nest box ''will not'' lay a clutch of eggs. &lt;br /&gt;
&lt;br /&gt;
A fertilized clutch will only hatch if they are left in the nest box undisturbed and their mother is allowed to incubate the eggs. Collecting the eggs, [[butcher's shop|slaughtering]] the mother, or deconstructing the nest box will all prevent the eggs from hatching. A clutch of eggs to be used for breeding should be [[forbidden]] to prevent their collection. Even if the eggs and mother are left undisturbed, it is possible that clutch was not fertilized. Eggs that don't hatch after two seasons will likely never hatch.  To make sure that the eggs are left undisturbed, make sure that no [[stockpile]]s accept that type of egg, and if you [[cooking|cook]] any meals make sure that that type of egg is turned off in the kitchen sub-screen of the [[status]] screen.  Alternatively, you can put the nest boxes in a room behind a [[door]] and forbid the door to keep your dwarves away from the eggs.&lt;br /&gt;
&lt;br /&gt;
As a large number of free-roaming animals will reduce your game speed, a common strategy is to cage all your young poultry until matured because they cannot lay eggs, and do not give the same amount of bones, meat, and fat as adults. Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher a [[saltwater crocodile]] hatchling right away, rather than wait 3 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap]]s judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like a [[cave crocodile]] farm!&lt;br /&gt;
&lt;br /&gt;
==Egg Collection==&lt;br /&gt;
''Requires: A tame adult female egg-laying animal, a [[nest box]], and [[food hauling]]''&lt;br /&gt;
&lt;br /&gt;
Once you have at least one tame adult female egg-laying animal, you need to build a [[nest box]] to begin production of delicious and filling [[egg]]s. Every so often, the adult females will claim a nest box and lay a clutch of eggs. Then, a [[food hauling|food hauler]] will collect the eggs and move them to a food [[stockpile]]. As food hauling is an unskilled labor, any dwarf in the fortress can be as good at egg collection as every other dwarf! Egg collection is a great way to use those [[peasant]]s that otherwise just move boulders around the fortress.&lt;br /&gt;
&lt;br /&gt;
As of v0.31.21, it seems that eggs must be [[cook]]ed into [[prepared meal]]s at a [[kitchen]] before they can be eaten by dwarves.&lt;br /&gt;
&lt;br /&gt;
==Egg-laying Animals==&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Outdoor Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Albatross]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|305&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Barn owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Beak dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1600&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Blue peafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|102&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Buzzard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cassowary]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|550&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Chicken]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Duck]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|142&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emperor penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|465&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emu]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|805&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goose]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gray parrot]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Great horned owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Guineafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Hornbill]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kakapo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kea]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kestrel]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Little penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|53&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Loon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Osprey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Platypus]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Puffin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Raven]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Saltwater crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sea_serpent|Sea serpent]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Snowy owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Swan]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|340&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Turkey]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|87&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Vulture]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[White stork]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|}&lt;br /&gt;
:† Common [[domestic animal]], can be purchased at embark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Subterranean Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crundle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Elk bird]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cave swallow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Helmet snake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Jabberer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''[[:Megabeast|Megabeasts]]'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Roc]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|201000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
It appears that aquatic egg laying animals will not claim a nest box. It doesn't matter if the box is built underwater or on land.&amp;amp;nbsp;http://www.bay12forums.com/smf/index.php?topic=75780.105&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Saltwater_crocodile&amp;diff=159222</id>
		<title>v0.31:Saltwater crocodile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Saltwater_crocodile&amp;diff=159222"/>
		<updated>2012-01-03T01:31:59Z</updated>

		<summary type="html">&lt;p&gt;Gentgeen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:33, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|lung=0-2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=0-2&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=0-1&lt;br /&gt;
|skull=0-1&lt;br /&gt;
|nail=0-1&lt;br /&gt;
|fat=0-28&lt;br /&gt;
|scale=0-1&lt;br /&gt;
|meat=0-33&lt;br /&gt;
|bone=0-34&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Saltwater crocodiles''' are large exotic reptiles. Found in many wetland biomes, these creatures are worth a considerable amount in pet value and are tamable. &lt;br /&gt;
&lt;br /&gt;
Saltwater crocodiles have the greatest egg-laying potential of any animal in the game: a maximum of 70 eggs per clutch. This makes them ideal animals to use for [[egg production]]. Considering the value of a single crocodile and the benefits of having 100+ tamed saltwater crocodiles watching over every dwarf in your fortress, a breeding pair can be quite valuable. Their use in the [[meat industry]] is hamered by the fact that they take two years to reach full size. &lt;br /&gt;
&lt;br /&gt;
Though wild crocs generally do not wade far from the waters edge, they can be a major hazard to any dwarf whose job takes him near to the water's edge. Fortunatly, they are hard to provoke and most of the time will not chase your dwarves very far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Gentgeen</name></author>
	</entry>
</feed>