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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hvlkn</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-18T05:27:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&amp;diff=127850</id>
		<title>v0.31:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&amp;diff=127850"/>
		<updated>2010-09-19T20:29:43Z</updated>

		<summary type="html">&lt;p&gt;Hvlkn: /* Part 2: Getting rid of the unwanted cats */  linked 'cage'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
== Catsplotions ==&lt;br /&gt;
[[File:catsplosion before.png|left|thumb|Before.]]&lt;br /&gt;
[[File:catsplosion after.png|right|thumb|After.]]&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as {{L|cat}}s.&lt;br /&gt;
&lt;br /&gt;
=== Conventional Catsplosion ===&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress.  Dwarven scholars believe that the {{L|elf|elves}} are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on calculation of pathfinding for literal seas of kittens, queens, and toms.  Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing {{L|butcher}}s, {{L|tanner}}s, {{L|soaper}}s, {{L|leatherworker}}s, and {{L|cook}}s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  {{L|Magma}}, {{L|water}}, and {{L|bridge}}s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open {{L|tantrum}}s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with Conventional Catsplosions ====&lt;br /&gt;
===== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control =====&lt;br /&gt;
One word : {{L|cage}}&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a {{L|cage}} and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.  If you manage to assign the cats quick enough and even if they manage to adopt someone prior to be put in the cage, they still will be put in it.&lt;br /&gt;
&lt;br /&gt;
===== Part 2: Getting rid of the unwanted cats =====&lt;br /&gt;
[[File:Catmeat.png|left|thumb|Desperate times call for desperate measures.]]&lt;br /&gt;
&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* {{L|Butcher|Butchering}}. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the {{L|Butcher's shop}}, so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of {{L|Butcher's shop|butcher's shops}}. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.&lt;br /&gt;
* {{L|Trading}}.  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, de-construct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.  WARNING: there are confirmed bugs with trading creatures in cages.  See the {{l|cage}} article for further details.&lt;br /&gt;
* {{L|Trap#Other_traps|Execution Traps}}.  A deep drop into magma, water, or a very hard floor will usually do the job.&lt;br /&gt;
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet impassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door and then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relatively safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.&lt;br /&gt;
* {{L|Modding}}.  Removing the {{L|creature token}} [VERMINHUNTER] will stop cats from adopting owners but also from getting rid of unwanted rats.  Or, if you're feeling ''really'' cruel, you can remove one or more of the cats vital organs, causing them all to cease being alive, please note that this solution will most likely be the start of a {{L|Tantrum|tantrum spiral}}.&lt;br /&gt;
&lt;br /&gt;
{{cvsec}}&lt;br /&gt;
&lt;br /&gt;
=== Thermonuclear Catsplosion ===&lt;br /&gt;
Thanks the [[Scamps]] Conventions of *{{version|0.28.181.40d}} and *{{version|0.31.03}}, the number of Thermonuclear Catsplosions has been drastically reduced, for the ignition keys are now by law hidden in a very {{L|Fun}} place after worldgen.  They are, therefore, unavailable to prospective &amp;lt;s&amp;gt;modders&amp;lt;/s&amp;gt; elf-fondling terrorists to use after then without causing drastic, system-wide instability to their computer networks.&lt;br /&gt;
&lt;br /&gt;
As a warning, here's [http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion the only video footage ever recovered from the horrible aftermath of a thermonuclear catsplosion.]&lt;/div&gt;</summary>
		<author><name>Hvlkn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tower-cap&amp;diff=127849</id>
		<title>v0.31 Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tower-cap&amp;diff=127849"/>
		<updated>2010-09-19T20:23:57Z</updated>

		<summary type="html">&lt;p&gt;Hvlkn: Mudiness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prerequisites==&lt;br /&gt;
Is it necessary to have uncovered some of the underground for tower-caps to start growing? -[[User:Goffrie|Goffrie]] 20:46, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Looks like it. Muddied an area of a bit over 2000 tiles, and after 2 seasons none have grown. Edit: 1 year on, no tower caps. Definately need to uncover something.&lt;br /&gt;
&lt;br /&gt;
:Yep, you need to have hit a cavern. I'm 3 seasons in, have breached a cavern and have tower caps and shrubs growing in underground  :soil near a brook. [[User:Dangerous Beans|Dangerous Beans]] 08:12, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Instantly after you uncover a cavern, underground trees can start growing EVERYWHERE in the fort on any suitable surface - 10 levels up on sand that hasn't been irrigated yet e.g.  --[[User:FleshForge|FleshForge]] 02:58, 8 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Mudiness==&lt;br /&gt;
I was playing in on .12 and my sand layers were producing trees and shrubs without needing muddied water. ----&lt;/div&gt;</summary>
		<author><name>Hvlkn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Willow&amp;diff=127848</id>
		<title>v0.31:Willow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Willow&amp;diff=127848"/>
		<updated>2010-09-19T20:19:26Z</updated>

		<summary type="html">&lt;p&gt;Hvlkn: &amp;quot;found near rivers ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:25, 8 August 2010 (UTC)}}&lt;br /&gt;
{{TreeInfo&lt;br /&gt;
|name=Willow&lt;br /&gt;
|symbol=⌠&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|temperate}}&lt;br /&gt;
* Any {{L|Forest|tropical forest}}&lt;br /&gt;
* {{L|Grassland|Tropical grassland}}&lt;br /&gt;
* {{L|Savanna|Tropical savanna}}&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}&lt;br /&gt;
* {{L|Wetland|Tropical freshwater swamp}}&lt;br /&gt;
* {{L|Wetland|Tropical saltwater swamp}}&lt;br /&gt;
* {{L|Wetland|Tropical freshwater marsh}}&lt;br /&gt;
* {{L|Wetland|Tropical saltwater marsh}}&lt;br /&gt;
|wet=1&lt;br /&gt;
|density=420&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Willow''' is a type of {{L|above ground}} {{L|tree}} that is only found near rivers, pools or other water. It is in nearly any {{L|biome|moist}} environment that has trees.  Like the overwhelming majority of overland trees, willow {{L|carpenter|wood}} is brown and produces brown products. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Hvlkn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=127847</id>
		<title>v0.31:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=127847"/>
		<updated>2010-09-19T19:58:45Z</updated>

		<summary type="html">&lt;p&gt;Hvlkn: added finished goods for large gems and gem crafts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 2:1&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| specialty  = Gem Cutter&lt;br /&gt;
| profession = {{L|Jeweler}}&lt;br /&gt;
| job name   = Gem Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = {{L|Jeweler's workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting.  If they also have a high skill in {{L|gem setting}}, they will be known as a Jeweler.&lt;br /&gt;
&lt;br /&gt;
Cutting a {{L|gem}} can result in a cut gem, a large gem, or a gem craft. Cut gems are used by a gem setter, and are the most likely result. Large gems and gem crafts are only created occasionally, but are valuable trade goods as they are {{L|finished goods}} and so can be encrusted again. The skill level of a gem cutter does affect the production speed, but only affects the quality of large gems and gem crafts because small cut gems have no quality levels.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Hvlkn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=127846</id>
		<title>v0.31 Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=127846"/>
		<updated>2010-09-19T19:50:08Z</updated>

		<summary type="html">&lt;p&gt;Hvlkn: /* Indiv Eq and Squad Eq */  removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hvlkn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=126434</id>
		<title>v0.31 Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=126434"/>
		<updated>2010-08-27T12:11:38Z</updated>

		<summary type="html">&lt;p&gt;Hvlkn: Created page with '=== Indiv Eq and Squad Eq ===  Anyone have a clue what these do? I don't. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Indiv Eq and Squad Eq ===&lt;br /&gt;
&lt;br /&gt;
Anyone have a clue what these do? I don't. [[User:Hvlkn|Hvlkn]] 12:11, 27 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hvlkn</name></author>
	</entry>
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