<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JohnnyMadhouse</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JohnnyMadhouse"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/JohnnyMadhouse"/>
	<updated>2026-05-30T00:17:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Omath&amp;diff=136787</id>
		<title>User talk:Omath</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Omath&amp;diff=136787"/>
		<updated>2011-02-22T15:11:22Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Butchering yields==&lt;br /&gt;
Is there a reason why you are representing all yields as ranges from 0 to the maximum? Most (if not all) other pages are assuming that the animal being butchered is a fully grown adult. Also, unusable components (cartilage, hair, and nervous tissue) should not be included, since the Creature template doesn't look for them. --[[User:Quietust|Quietust]] 17:51, 21 February 2011 (UTC)&lt;br /&gt;
*I used the cat article as a reference when filling out the butchering form, since I assumed something as commonly referenced as a cat would have the correct format. The cat article lists all butchering returns from zero to the maximum, just like I have; I assumed that was the correct format. I also assumed that unusable components like those you listed were excluded from the cat page because cats do not give any such materials upon butchering, and included them for completeness (although I see your reasoning for wanting to exclude them). If either of these are a problem, I'd be more than happy to go back and fix them. [[User:Omath|Omath]] 18:01, 21 February 2011 (UTC)&lt;br /&gt;
:As referenced in the article itself, the butchery returns are including the whole range of cat sizes from kitten to full sized adults. That's not exactly standard, as many creatures are easiest to get butchery results from in the arena where all spawned creatures are adults. If you are testing butchery results in the arena, show the minimum and maximum values for important parts. In most cases, the minimum will be way more than zero. --[[User:JohnnyMadhouse|JohnnyMadhouse]] 15:11, 22 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rhenaya&amp;diff=136786</id>
		<title>User talk:Rhenaya</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rhenaya&amp;diff=136786"/>
		<updated>2011-02-22T15:06:03Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: /* Masterwork? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
please dont edit my userpage without account and without explanition... its not funny or anything --[[User:Rhenaya|Rhenaya]] 20:41, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Joblist ==&lt;br /&gt;
&lt;br /&gt;
Hehe, like what you did there... say, what profession would you be? :) [[User:Lichenousd|Lichenous]] 10:44, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
i would say a bookkeeper, after all its the first job &amp;quot;my&amp;quot; dwarf do in alle forts, and its the most office related job anyway. else i prefer hunting... with axes :D in df at least  --[[User:Rhenaya|Rhenaya]] 11:06, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Rhenaya Libashsedil, Axedwarf demanded wild strawberry wine. Or cookies... or anything for my neat tempalte... or just talk to me :p --[[User:Rhenaya|Rhenaya]] 13:24, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tiny straight scar on lower arm ==&lt;br /&gt;
&lt;br /&gt;
As applied to the more conventional human form, those words suddenly become quite a bit more disquieting.&lt;br /&gt;
&lt;br /&gt;
Unless it was just a cat or something like that. [[Special:Contributions/76.105.197.110|76.105.197.110]] 00:18, 16 May 2010 (UTC)&lt;br /&gt;
:(cur) (prev)  13:38, 26 April 2010 Rhenaya (Talk | contribs) (3,338 bytes) (had a fight with a cat centuries ago :x) (undo) --[[User:Rhenaya|Rhenaya]] 03:40, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork? ==&lt;br /&gt;
&lt;br /&gt;
It appears to me that, while a fairly well-done page, this page does not qualify for Masterwork status.&lt;br /&gt;
Specifically, it does not cover an &amp;quot; important 'must-read' topic&amp;quot;, nor does it have multiple editors.&lt;br /&gt;
&lt;br /&gt;
:please sign discussions, this page doesnt not count towards the masterwork counter on the frontpage, and we already had some talk about that, its a user page, and a dwarfy one too, so i dont see a problem ;) --[[User:Rhenaya|Rhenaya]] 08:02, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That's all well and good, but Masterwork quality is well-defined. Your userpage does not fit these qualifications, and therefore should not be Masterwork. That's the problem.&lt;br /&gt;
&lt;br /&gt;
:::Find something more important to care about. User pages are not a major concern. --[[User:JohnnyMadhouse|JohnnyMadhouse]] 15:06, 22 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Llama&amp;diff=136689</id>
		<title>v0.31:Llama</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Llama&amp;diff=136689"/>
		<updated>2011-02-20T23:45:45Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''A large domestic pack animal. It has a long neck. It is prized for its hair.''&lt;br /&gt;
&lt;br /&gt;
'''Llamas''' are much like {{L|alpaca}}s in that they can be both sheared and {{L|milk}}ed, but llamas are larger and produce more meat when butchered. Llamas also require more grass than alpacas but less than cattle, making them an excellent compromise animal if you wish to get milk, meat, and {{L|cheese}} from only one kind of animal. &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alpaca&amp;diff=136686</id>
		<title>v0.31:Alpaca</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alpaca&amp;diff=136686"/>
		<updated>2011-02-20T23:40:16Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:38, 18 February 2011 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Alpaca&lt;br /&gt;
|symbol=a|color=7:0:1&lt;br /&gt;
|biome= * Domestic&lt;br /&gt;
|valm=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A large domestic animal with a long neck.  It has been bred for its valuable hair.''&lt;br /&gt;
&lt;br /&gt;
'''Alpacas''' are domestic animals that can be both sheared and milked. Alpacas eat far less grass than cattle, and make an excellent base animal for a cheese and cloth industry. &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bull_shark&amp;diff=133275</id>
		<title>v0.31:Bull shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bull_shark&amp;diff=133275"/>
		<updated>2010-12-08T17:24:34Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: I'm pretty sure big fish cannot be caught alive using just a fishery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:47, 14 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Bull shark&lt;br /&gt;
|symbol=S|color=7:0:1&lt;br /&gt;
|biome=* {{L|Ocean|Tropical ocean}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=8&lt;br /&gt;
|meat=9&lt;br /&gt;
|intestine=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized, aggressive, territorial fish.  It can be found in shallow oceanic waters, and has also been known to travel up large rivers.''&lt;br /&gt;
&lt;br /&gt;
The '''Bull shark''' is one of many shark species implemented in Dwarf Fortress. They are pretty big (about 150 kilo) and produce a fairly large amount of food when {{L|Meat industry|butchered}}. Like all sharks, they don't produce {{L|bones}}.&lt;br /&gt;
&lt;br /&gt;
With a fairly high pet value of 500, they may be worth more to you alive than dead. Taking the time to place {{L|trap|cage traps}} in the ocean may qualify as a {{L|stupid dwarf trick}}, but think of how ''cool'' it will be to have a shark infested moat!&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>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_grouper&amp;diff=132785</id>
		<title>v0.31:Giant grouper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_grouper&amp;diff=132785"/>
		<updated>2010-12-01T18:34:21Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:34, 1 December 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant grouper&lt;br /&gt;
|symbol=G|color=1:0:0&lt;br /&gt;
|biome=* {{L|Ocean|Tropical ocean}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=4-5&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;
|skull=1&lt;br /&gt;
|meat=9-36&lt;br /&gt;
|fat=8-10&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=12&lt;br /&gt;
|eye=2&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Giant groupers''' are large fish found in {{L|biome|tropical oceans}}. Giant groupers are bony fish, and will yield bones if you can manage to catch one. &lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large, big-mouthed fish, found around coral reefs.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_grouper&amp;diff=132784</id>
		<title>v0.31:Giant grouper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_grouper&amp;diff=132784"/>
		<updated>2010-12-01T18:34:04Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:39, 3 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant grouper&lt;br /&gt;
|symbol=G|color=1:0:0&lt;br /&gt;
|biome=* {{L|Ocean|Tropical ocean}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=4-5&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;
|skull=1&lt;br /&gt;
|meat=9-36&lt;br /&gt;
|fat=8-10&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=12&lt;br /&gt;
|eye=2&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Giant groupers''' are large fish found in {{L|biome|tropical oceans}}. Giant groupers are bony fish, and will yield bones if you can manage to catch one. &lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large, big-mouthed fish, found around coral reefs.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chrysocolla&amp;diff=132779</id>
		<title>v0.31:Chrysocolla</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chrysocolla&amp;diff=132779"/>
		<updated>2010-12-01T18:31:16Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:31, 1 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chrysocolla''' is a low value {{L|gem}} found inside veins of {{L|malachite}}.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Chrysocolla is a form of hydrated copper silicate ((Cu,Al)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;Si&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;5&amp;lt;/sub&amp;gt;(OH)&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;·nH&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O) that forms from preexisting copper deposits; it is known to form alongside {{L|malachite}} and azurite (which is not present in Dwarf Fortress).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chrysocolla&amp;diff=132778</id>
		<title>v0.31:Chrysocolla</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chrysocolla&amp;diff=132778"/>
		<updated>2010-12-01T18:30:57Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Chrysocolla''' is a low value {{L|gem}} found inside veins of {{L|malachite}}.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Chrysocolla is a form of hydrated copper silicate ((Cu,Al)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;Si&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;5&amp;lt;/sub&amp;gt;(OH)&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;·nH&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O) that forms from preexisting copper deposits; it is known to form alongside {{L|malachite}} and azurite (which is not present in Dwarf Fortress).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Advanced_world_generation&amp;diff=132773</id>
		<title>v0.31:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Advanced_world_generation&amp;diff=132773"/>
		<updated>2010-12-01T18:29:32Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:29, 1 December 2010 (UTC)}}{{av}} &lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Caverns Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Cavern Layer Number ===&lt;br /&gt;
&lt;br /&gt;
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three.&lt;br /&gt;
&lt;br /&gt;
If this is 0 then you will not have Caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Openness min\max ===&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. A low value will create a network of small tunnels (like the old 40d caves) while a high value creates large open caverns.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Passage Density min\max ===&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density is set to maximum then you will get a maze like network of small criss-crossing passages. If density is reduced then there will be fewer passages. A high density can cause more open space because the passages will overlap. If you want the largest open spaces possible then increase the density and openness together.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Water min\max ===&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magma Layer ===&lt;br /&gt;
&lt;br /&gt;
Magma sea 4-5 layers at the bottom of map.&lt;br /&gt;
&lt;br /&gt;
Value 1 forces magma layer, value 0 appears to prevent it.&lt;br /&gt;
&amp;lt;br /&amp;gt;Appears not have impact on volcanoes, nor vulcanism, so even if 0 there will still be emark locations with magma.&lt;br /&gt;
&amp;lt;br /&amp;gt;If a volcano exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&amp;lt;br /&amp;gt;(Unconfirmed whether magma layer still can occur if HFS exists in a specific embark tile, e.g. Temple).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bottom Layer ===&lt;br /&gt;
&lt;br /&gt;
Cavern below magma sea. &lt;br /&gt;
If &amp;quot;yes&amp;quot; the &amp;quot;HFS&amp;quot; layer is always present.&lt;br /&gt;
Defaults to &amp;quot;yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If turned on, will force the magma layer above it.&lt;br /&gt;
&amp;lt;br /&amp;gt;(Unknown whether this has any impact on occurrence of HFS temple)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Z Levels ===&lt;br /&gt;
'''[Previous table clear as mud; this table murky pool.]'''&lt;br /&gt;
&lt;br /&gt;
Following table based on having 3 cavern layers.  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|file tag&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_GROUND&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-Levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of second cavern and very bottom of first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of third cavern and very bottom of second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of earth between very highest magma and very bottom of third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden: &amp;lt;!-- Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine IF it was impacting the cavern previously. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;!-- Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_AT_BOTTOM&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber.&amp;lt;br /&amp;gt;Only valid if Bottom Layer present.&amp;lt;br /&amp;gt;Often has no impact.&amp;lt;br /&amp;gt;Values larger than default results in strange things.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large values can cause strange things to happen.  Even more true for small values.&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sapphire&amp;diff=132768</id>
		<title>v0.31:Sapphire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sapphire&amp;diff=132768"/>
		<updated>2010-12-01T18:24:51Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:23, 1 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==In-Game Information==&lt;br /&gt;
A valuable blue {{L|gem}} found in {{L|bauxite}} clusters. A given cluster may also contain a {{L|star sapphire}}.&lt;br /&gt;
&lt;br /&gt;
==Real-Life Information==&lt;br /&gt;
&amp;quot;Sapphire&amp;quot; is any type of corundum (Aluminum Oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;) which is not red (which would be classified as a {{L|ruby}}); Unlike in-game, sapphires do '''not''' occur within {{L|bauxite}} in real life.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sapphire&amp;diff=132767</id>
		<title>v0.31:Sapphire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sapphire&amp;diff=132767"/>
		<updated>2010-12-01T18:23:05Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:23, 1 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==In-Game Information==&lt;br /&gt;
A valuable blue jewel, found in bauxite. A given cluster may also contain a {{L|star sapphire}}.&lt;br /&gt;
&lt;br /&gt;
==Real-Life Information==&lt;br /&gt;
&amp;quot;Sapphire&amp;quot; is any type of corundum (Aluminum Oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;) which is not red (which would be classified as a {{L|ruby}}); Unlike in-game, sapphires do '''not''' occur within {{L|bauxite}} in real life.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Variscite&amp;diff=132766</id>
		<title>v0.31:Variscite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Variscite&amp;diff=132766"/>
		<updated>2010-12-01T18:21:29Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:21, 1 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Variscite''' is a low-value green {{L|gem}} found in {{L|bauxite}} clusters. Very rarely, they may overlap a {{L|ruby}} or {{L|sapphire}} cluster and possibly cancel the 'star' versions of both these gems. See the wiki link in the sidebar for real-world information about variscite.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Variscite&amp;diff=132764</id>
		<title>v0.31:Variscite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Variscite&amp;diff=132764"/>
		<updated>2010-12-01T18:20:13Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Variscite''' is a low-value green {{L|gem}} found in {{L|bauxite}} clusters. Very rarely, they may overlap a {{L|ruby}} or {{L|sapphire}} cluster and possibly cancel the 'star' versions of both these gems. See the wiki link in the sidebar for real-world information about variscite.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:JohnnyMadhouse&amp;diff=132573</id>
		<title>User:JohnnyMadhouse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:JohnnyMadhouse&amp;diff=132573"/>
		<updated>2010-11-28T23:55:11Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
&lt;br /&gt;
I enjoy making glass citadels suspended over volcanoes and waterfalls.&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
*Eliminate all tattered articles by either adding information or redirecting to appropriate pages&lt;br /&gt;
*Consolidate all social skills to social skill page, do same with administrative skills. Link appropriate crossover skills like consoler.&lt;br /&gt;
*Add [AQUATIC] and [IMMOBILE_LAND] tags to everything, remove [ARENA_RESTRICTED] and [FLIER], then air-drown ten of both genders to get a decent range of results. Both genders are important for determining sex-based differences like antlers (ex: Elk).&lt;br /&gt;
*Make sure all industry pages are masterwork for new players.&lt;br /&gt;
&lt;br /&gt;
==Ideal fortress==&lt;br /&gt;
*Burrows for profession clusters, especially the hospital zone to ensure doctors remain safe.&lt;br /&gt;
*Tigerman preserve with meat being supplied from the larger fortress.&lt;br /&gt;
*Multiple mini-forts on the same map, each one with its own food supply and dining hall. Maybe job specialization as well, and a hauler squad dedicated to moving items between burrows. &lt;br /&gt;
*Aquarium and zoo.&lt;br /&gt;
*'School' burrow with all artifacts displayed within via specialty stockpiles and historical statues scattered about. Children will be assigned to this burrow. Administration can be nearby, along with all the other civic zones like prisons and hospitals.&lt;br /&gt;
*Magnificent archery range, targets made of red stones like realgar. One melee squad for dealing with forgotten beasts.&lt;br /&gt;
*Multi-layered defense system, complete with catapult killing fields. Magma and water moats.&lt;br /&gt;
*Kill All Cats.&lt;br /&gt;
*A bedroom with storage furniture and enough prospective tombs for every dwarf. *Pressure plates linked to menacing spikes at the entrance scattered about so dwarves may kill invaders without really trying.&lt;br /&gt;
*Wagon replaced with a ridiculously encrusted masterpiece statue of the embark dwarves, placed on a 3x3 pedestal where it can't be destroyed.&lt;br /&gt;
*Ability to lock down fortress via drawbridges and controlled flooding. &lt;br /&gt;
*Drowning hall with ceiling hatches to fill it and floor hatches to empty it. Floor hatches should empty into a large reservoir chamber where water can evaporate and bodies may be recovered. &lt;br /&gt;
*Soap.&lt;br /&gt;
*The consignment of all dead enemies and live prisoners to a bone pit. In the name of science: Will goblins eat the bones of their comrades?&lt;br /&gt;
*Glass castle above ground. &lt;br /&gt;
*Endless parties.&lt;br /&gt;
&lt;br /&gt;
==Mod Ideas==&lt;br /&gt;
'''Golem Fortress''': A breeding pair of 'architect' castes without the ability to effectively do physical labor but with the ability to craft trade goods and golems and natural skill in mechanics. Impossible unless Toady makes it possible to create working creatures at workshops.&lt;br /&gt;
&lt;br /&gt;
Golems can be constructed from wood, stone, or metal and do not normally have the ability to learn, but do have natural skill in various domains. Wood golems could be farmers, plant gatherers, fishers, and hunters. Stone golems could be miners and smelters. Metal golems made of weapons-grade material would have natural combat skills, ascending from copper to steel. Adamantine golems would have natural skills in all areas, and also have the ability to learn and even craft golems. &lt;br /&gt;
&lt;br /&gt;
Golems would require a great deal of material to craft in most cases. At least five bars of metal would be required for metal golems. Wood golems could use maybe three logs, and stone golems three boulders. Mechanisms would also be required. &lt;br /&gt;
&lt;br /&gt;
There could be multiple types of each golem caste: architect castes could use more material to construct larger golems. Massive military golems might require fifteen bars of metal or so. Colossal golems could be constructed one part at a time, i.e. 'make colossal golem arms' and so on, then assembled with a custom reaction using all the pre-made parts. &lt;br /&gt;
&lt;br /&gt;
More in depth: there could be a possible golem caste with the ability to learn via one unit of adamantine thread used in construction as a 'nervous system'. &lt;br /&gt;
&lt;br /&gt;
Particularly powerful golems would become mega-projects in themselves. An intelligent colossal steel golem that requires an adamantine thread in each of its parts would be incredibly expensive to make, but also incredibly worth it as a fortress defender.&lt;br /&gt;
&lt;br /&gt;
'''Fungus Defense''': play as plump helmets against marauding armies of dwarves. A single breeding caste of non-differentiated mushroom would give birth to various sub-types of mushroom, each with different abilities. &lt;br /&gt;
&lt;br /&gt;
Spawn mushrooms (Genome Queens?) would be large and slow and give birth to multiple young or random castes frequently. They would be fairly defenseless and not have a striking attack. &lt;br /&gt;
&lt;br /&gt;
Plump Helmet Men would be the most basic unit of mushroom man. They would be eternal children, and dwarves would be given the child-snatcher tag to encourage dwarves to sneak into your forts and steal plump helmets.  &lt;br /&gt;
&lt;br /&gt;
Rock Lichens would be natural miners capable of digging fortresses fairly quickly. &lt;br /&gt;
&lt;br /&gt;
Liverbane Mushrooms would have natural biting skill and no arms. Their only purpose would be to die defending the fortress. They would have a syndrome injection attack through their bite capable of destroying livers nearly instantly, and generally causing misery for affected dwarves. THis pain might be what turns the tables for the &lt;br /&gt;
&lt;br /&gt;
Steel-toed Mushrooms, which have naturally tough skin and a goring attack with their 'legs'. They are naturally good at kicking. &lt;br /&gt;
&lt;br /&gt;
More Castes!&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Voracious_cave_crawler&amp;diff=132569</id>
		<title>v0.31:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Voracious_cave_crawler&amp;diff=132569"/>
		<updated>2010-11-28T22:13:57Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:49, 9 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Voracious cave crawler&lt;br /&gt;
|symbol=C|color=1:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 2 - 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|meat=11&lt;br /&gt;
|fat=7&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=9&lt;br /&gt;
|brain=3&lt;br /&gt;
|skin=hide&lt;br /&gt;
|tooth=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge cave monster with hundreds of feet moving along the bottom of its long body. In place of a head, it has an enormous maw.''&lt;br /&gt;
&lt;br /&gt;
When these beasts spawn they will attempt to travel to buildings in your fortress and {{L|Building destroyer|destroy them}} even without line of sight. Like most unintelligent building destroyers, voracious cave crawlers have predictable behavior and are fairly simple to catch. Limit entrance to your fortress from the underground to a passage full of cage traps and cave crawlers will be snapped up automatically as they attempt to path to your buildings. &lt;br /&gt;
&lt;br /&gt;
They can be tamed by a {{L|Dungeon_master|dungeon master}}. They can be used as a mount by {{L|goblin}} {{L|siege}}rs, and are quite dangerous.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plump_helmet&amp;diff=131956</id>
		<title>40d Talk:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plump_helmet&amp;diff=131956"/>
		<updated>2010-11-18T15:05:22Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: /* Plump Helmet Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Indoor vs subterrenean==&lt;br /&gt;
Do i have to have my farm underground or just inside to plant plump helmets?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Diabl0658|Diabl0658]] ([[User talk:Diabl0658|talk]]•[[Special:Contributions/Diabl0658|contribs]]) 06:41, 3 December 2007&amp;lt;/small&amp;gt;&lt;br /&gt;
:Underground.  unless you embarked on all of your map being eg mountain, there should be a soil layer you can dig into and plant in.  --[[User:Frostedfire|Frostedfire]] 06:56, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::From [[:Category:Indoor crops]] - as long as there is a ceiling you can grow ''any'' indoor crop including Plump helmet. So it doesn't ''have'' to be underground, however usually that is the easiest way to make sure there is a floor above the area you are trying to grow crops on. They are no different to &amp;quot;normal&amp;quot; mushrooms which commercially are often grown in warehouses (they don't like much sunlight and like very controlled humidity).&lt;br /&gt;
::PS. Please sign your comments on talk pages with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 09:01, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Shrubs==&lt;br /&gt;
My tower-cap farm has hundreds of shrubs, and while I've gathered plenty of pig tails, cave wheat, sweet pods, quarry bushes, and dimple cups ('''tons''' of dimple cups), I have yet to harvest a single stack of plump helmets. Are they exempt? --[[User:Quietust|Quietust]] 00:42, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plump Helmet Man==&lt;br /&gt;
Anyone else encountered one of these yet? [[User:Garanis|Garanis]] 19:55, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I've met them a couple of times. They don't drop anything usefull, and they won't attack your dwarves either. -RasendeTiur&lt;br /&gt;
&lt;br /&gt;
::They don't exist in 40d.[[User:JohnnyMadhouse|JohnnyMadhouse]] 15:05, 18 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131450</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131450"/>
		<updated>2010-11-12T22:07:21Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Created page with 'The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=131449</id>
		<title>v0.31:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=131449"/>
		<updated>2010-11-12T22:00:59Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: (*)added memorial slabs to dwarf mode (from the release notes txt file)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 12 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Slab&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|sculpture garden|Sculpture Garden}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slabs''' are buildings which can be built from the {{k|b}}uild menu under {{k|Alt}}+{{k|s}}lab. They can be made using one {{L|stone}} at the {{L|mason's workshop}}.&lt;br /&gt;
&lt;br /&gt;
Slabs are used to memorialize dead dwarves in fortress mode and as signs in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
You can create a {{l|sculpture garden}} from a slab's {{k|q}}uery menu. Unlike {{L|statue}}s, slabs do not block movement.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/cat&amp;diff=130092</id>
		<title>Template:Sg/cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/cat&amp;diff=130092"/>
		<updated>2010-10-24T16:21:58Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Final step of pruning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;43&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/image&amp;diff=130091</id>
		<title>Template:Sg/image</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/image&amp;diff=130091"/>
		<updated>2010-10-24T16:21:27Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Pruned a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|0}}}|&lt;br /&gt;
|1=13 Gobby4.jpg&lt;br /&gt;
|2=Belal Example.png&lt;br /&gt;
|3=Cathedral.jpg&lt;br /&gt;
|4=Communal.gif&lt;br /&gt;
|5=Goblin_slaying_Mayor.png&lt;br /&gt;
|6=RingfissuresYear4-26.jpg&lt;br /&gt;
|7=Oceanside-202-05.jpg&lt;br /&gt;
|8=Focusgroup 16.PNG&lt;br /&gt;
|9=Zombiecod.png&lt;br /&gt;
|10=Attend party.png&lt;br /&gt;
|11=GiantSpiderAttack.png&lt;br /&gt;
|12=Shootcommon 1063 main.png&lt;br /&gt;
|13=Girdertan7.gif&lt;br /&gt;
|14=Doom.png&lt;br /&gt;
|15=Outdoor_Scuplture_Garden-Vomitorium.png&lt;br /&gt;
|16=Colossus in Arena.png&lt;br /&gt;
|17=Palace of Seducing.PNG&lt;br /&gt;
|18=Damaged baby.jpg&lt;br /&gt;
|19=DF Cheese.jpg&lt;br /&gt;
|20=Champions.png&lt;br /&gt;
|21=Regicide.PNG&lt;br /&gt;
|22=Addition.PNG&lt;br /&gt;
|23=Wolf.jpg&lt;br /&gt;
|24=Heads.png&lt;br /&gt;
|25=Vomit_Trail.png&lt;br /&gt;
|26=Artifact_Storage.png&lt;br /&gt;
|27=Thirsty_Dwarves.gif&lt;br /&gt;
|28=Doors!.png&lt;br /&gt;
|29=Harbor.png&lt;br /&gt;
|30=Heads-on-statues.PNG&lt;br /&gt;
|31=Aspirations.png&lt;br /&gt;
|32=olonbekorn_003.jpg&lt;br /&gt;
|33=Df2010isfabulous.PNG&lt;br /&gt;
|34=Cacamefight.gif&lt;br /&gt;
|35=7x191.PNG&lt;br /&gt;
|36=Historical Finger.png&lt;br /&gt;
|37=Snowball_fight.png&lt;br /&gt;
|38=Herbs.png&lt;br /&gt;
|39=MagmaTomb.png&lt;br /&gt;
|40=Crundles.png&lt;br /&gt;
|41=Catacombs.png&lt;br /&gt;
|42=Dwarven_Housing.png&lt;br /&gt;
|43=CityState.gif&lt;br /&gt;
|#default=dwarf.png}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/caption&amp;diff=130090</id>
		<title>Template:Sg/caption</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/caption&amp;diff=130090"/>
		<updated>2010-10-24T16:21:18Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Pruned a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|0}}}|&lt;br /&gt;
|1=Preparing a ballista.&lt;br /&gt;
|2=Belal's 16x16 tileset&lt;br /&gt;
|3=Use utilities like 3Dwarf to render your fortresses&lt;br /&gt;
|4=Communal living: who needs walls?&lt;br /&gt;
|5=This is how we handle diplomatic relations with goblins.&lt;br /&gt;
|6=A baby crawling through the aftermath of a human siege at Ringfissures&lt;br /&gt;
|7=The dwarves have found a way to paint their walls. It's a shame they ran out of paint when they were half-way done.&lt;br /&gt;
|8=With friends like these...&lt;br /&gt;
|9=Some fish are better left alone.&lt;br /&gt;
|10=No matter what your orders may be, your dwarves know the real matters of importance.&lt;br /&gt;
|11=Maybe Little Miss Muffet was a dwarf?&lt;br /&gt;
|12=All the comforts of home.&lt;br /&gt;
|13=Remember, only you can prevent forest fires!&lt;br /&gt;
|14=GODS DANGIT MELBUL AND YOUR WATERFALLS! &lt;br /&gt;
|15=Ah... the great outdoors.&lt;br /&gt;
|16=A colossus makes short work of captured goblins in an arena.&lt;br /&gt;
|17=Is that a euphemism?&lt;br /&gt;
|18=Pain and hardship start at a young age in dwarven culture.&lt;br /&gt;
|19=The vanity of dwarven engravers is not to be underestimated.&lt;br /&gt;
|20=Goblins have a very fickle relationship with their body parts. A skilled Axedwarf can quickly have them calling for a divorce.&lt;br /&gt;
|21=The King is dead. Long live the King!&lt;br /&gt;
|22=A mechanical binary addition engine.&lt;br /&gt;
|23=I can make it on my own!&lt;br /&gt;
|24=Hydras probably have severe psychological issues regarding decapitation.&lt;br /&gt;
|25=Dwarves are alot like ants. Except that instead of using pheromones to mark their trails they use vomit and useless crap.&lt;br /&gt;
|26=This bin is worshiped by three different kobold civilisations. Kobold children everywhere dream of stealing it.&lt;br /&gt;
|27=A booze stockpile is a meeting zone in its own right.&lt;br /&gt;
|28=Ianuamania; madness relating to the obsessive placement of doors.&lt;br /&gt;
|29=Wharf Fortress.&lt;br /&gt;
|30=Who needs pikes to put heads on when you have statues?&lt;br /&gt;
|31=What every child one day wishes to be!&lt;br /&gt;
|32=Fifteen seconds after the player founds a &amp;quot;Cold&amp;quot; fortress, the World Gen algorithm discovers climate change.&lt;br /&gt;
|33=Oh, the names humans give themselves...&lt;br /&gt;
|34=Cacame gives a human sieger and his horse the power of flight. The human politely lets his horse go first.&lt;br /&gt;
|35=The Almighty Dwarven Calculator solves only the most prestigious equations.&lt;br /&gt;
|36=It was the most crucial point of that battle. Really. Every educated dwarf should know that. &lt;br /&gt;
|37=Tragic snowball fight is... oh wait, it was an elf&lt;br /&gt;
|38=Most dwarven soldiers are kept awake by the things they had done in battle, others make sure their deeds rob the goblins of sleep.&lt;br /&gt;
|39=Dwarves live so that they may die a gruesome and pointless death. But once their bodies are interred in their magma-tomb it was all worth it.&lt;br /&gt;
|40=Crundles, the wolves of the underground.&lt;br /&gt;
|41=Accommodating dwarves in the afterlife is central to what managing a fortress is about.&lt;br /&gt;
|42=A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his Useless crap for storage, to never touch again.&lt;br /&gt;
|43=I am sure the constitutionalists haven't finished the debate on the desirability of the king running for democratic office.&lt;br /&gt;
|#default=No caption? Add one!}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=129960</id>
		<title>v0.31:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Children&amp;diff=129960"/>
		<updated>2010-10-21T15:50:17Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: /* Babies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Most creatures, including {{L|Dwarves}}, start out as infants, then after a certain number of years become children, and then finally become adults. For {{L|Dwarves}}, childhood starts after reaching 1 year of age, and continues until they are 12 years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your {{L|fortress}} might be any age from 2 to 12. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, the game will pause and announce the arrival of the baby.  The mother will cancel whatever task they are in the middle of (even sleep) to seek their infant.  They will immediately resume whatever task they were doing before the child was born. &lt;br /&gt;
&lt;br /&gt;
Babies are looked after by their mother, who will continue working with their baby. Babies usually share a tile with their mother. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing or hospitalized, however, the baby will be free to roam as it pleases. A free baby acts in a similar manner to a {{L|insane|raving mad}} adult, wandering freely over the map without any sense of self-preservation. &lt;br /&gt;
&lt;br /&gt;
If babies are separated from their mothers (say, for example, the mother gets put in jail, goes for a swim, gets injured and gets carried off to the hospital), the baby will crawl around aimlessly. It will be fed and watered{{verify}} as requested (rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. 'Job cancellation spam' can be generated as the baby is seen by the game to be 'insane' (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}Much like chinchillas who are born fully furred, Dwarven babies are born fully bearded. One may assume that this is a bug, but instead may be intended. The booze running through the mother's systems helps to promote beard growth, and in fact, while fetal alcohol syndrome exists in humans and elves, alcohol serves only to strengthen the Dwarven baby. Plump helmets in particular are known for promoting healthy beard growth.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
In {{L|fortress mode}}, children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
&lt;br /&gt;
* socializing like starting {{L|party|parties}};&lt;br /&gt;
* removing {{L|construction}}s (such as {{L|wall}}s, {{L|floor}}s, {{L|ramp}}s);&lt;br /&gt;
* eating, drinking, and sleeping as necessary;&lt;br /&gt;
* {{L|Farming|harvesting}} {{L|crops}}, if the 'All dwarves harvest' order is on. This will also increase their {{L|grower}} skill;&lt;br /&gt;
* when they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* filling designated {{L|pond|ponds}};{{verify}}&lt;br /&gt;
* children can enter {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the {{L|noble|nobility}}. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood== &amp;lt;!-- Confirmed by Toady in Talk 8 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Iron_man&amp;diff=129882</id>
		<title>v0.31 Talk:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Iron_man&amp;diff=129882"/>
		<updated>2010-10-20T03:13:07Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Created page with 'Sorry about the edit while not logged in!--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorry about the edit while not logged in!--[[User:JohnnyMadhouse|JohnnyMadhouse]] 03:13, 20 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Iron_man&amp;diff=129881</id>
		<title>v0.31:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Iron_man&amp;diff=129881"/>
		<updated>2010-10-20T03:12:50Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:12, 20 October 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Iron man&lt;br /&gt;
|symbol=M|color=0:0:1&lt;br /&gt;
|biome=* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=Masterwork {{L|iron}} {{L|statue}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A man-shaped creature made of iron.''&lt;br /&gt;
&lt;br /&gt;
'''Iron men''' have the same average size as an adult human and can {{L|building destroyer|destroy buildings}}. Upon 'death' iron men become a random masterwork iron {{L|statue}}. Parts like thumbs and noses removed from the statue during combat may be {{L|melt item|melted}} at a {{L|smelter}} in order to produce a small amount of {{L|iron}}.&lt;br /&gt;
&lt;br /&gt;
Iron men emit a {{L|syndrome}} gas which causes a condition called &amp;quot;Iron man Cough&amp;quot; which is visible as the dwarf coughing up blood for a short time. Dwarves with standard disease resistance will experience a peak in coughing shortly after (100 {{l|time|time units}}) after infection, and will recover in less than a game day (1000 time units out of a full day's 1200 time units). These periods will vary according to the disease resistance of the infected dwarf, but the disease is not life-threatening. Unless, of course, {{L|thought|being sick}} is the straw that breaks the camel's back of your dwarf's {{L|insanity|sanity}}. &lt;br /&gt;
&lt;br /&gt;
===Creature behavior and origin===&lt;br /&gt;
{{D for Dwarf}}Surprisingly, the Iron Man does not deplete your fortress {{L|alcohol|booze}} supplies. On rare occasions humans who exhibit strange moods may sometimes [http://www.youtube.com/watch?v=lfWPDzvWNds turn into one of these].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:FarmG2.png&amp;diff=129744</id>
		<title>File talk:FarmG2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:FarmG2.png&amp;diff=129744"/>
		<updated>2010-10-17T14:29:53Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only problem I can see with this chart other than perhaps a mind-numbing directness is that it doesn't show whether or not plants can be planted from seed. Kobold bulb and valley herb acquisition are restricted to plant gathering only. I don't think there are any others, but I may be wrong![[User:JohnnyMadhouse|JohnnyMadhouse]] 14:29, 17 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:FarmG2.png&amp;diff=129743</id>
		<title>File talk:FarmG2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:FarmG2.png&amp;diff=129743"/>
		<updated>2010-10-17T14:29:31Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Created page with 'The only problem I can see with this chart other than perhaps a mind-numbing directness is that it doesn't show whether or not plants can be planted from seed. Kobold bulb and va…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only problem I can see with this chart other than perhaps a mind-numbing directness is that it doesn't show whether or not plants can be planted from seed. Kobold bulb and valley herb acquisition are restricted to plant gathering only. I don't think there are any others, but I may be wrong!&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=128727</id>
		<title>v0.31 Talk:Helmet snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=128727"/>
		<updated>2010-10-04T14:30:09Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;Eating the poison itself, counterintuitively, is also perfectly safe, due to the way the game handles poisons.&amp;quot;''&lt;br /&gt;
This could make more sense than it seems. The poison causes necrotosis, therefore would require to be in the muscle tissue or bloodstream. The dwarven digestive system could contain an acid strong enough to dissolve the poison, or the mucous lining of the stomach and digestive tract could be strong enough to repel the poison.&lt;br /&gt;
And yes. I am starting a disscussion over dwarven anatomy. --[[User:Libelnon|Libelnon]] 10:03, 27 April 2010 (UTC)&lt;br /&gt;
::Since we're being pedantic, why not point out that even though it makes a certain amount of sense, once thought about, the fact that &amp;quot;eating the poison... is perfectly safe&amp;quot; is still counterintuitive, as one's intuition would be to keep it out of contact with one's critters entirely. BAM! You got '''logic'd!''' --[[User:Zombiejustice|Zombiejustice]] 11:47, 27 April 2010 (UTC)&lt;br /&gt;
:::Ah, but then you get snake charmers who drink snake venom quite often with no ill effects. In fact, it's apparently a good source of protein. --[[User:Libelnon|Libelnon]] 14:57, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreliable advice? ==&lt;br /&gt;
&lt;br /&gt;
The article describes the dangers of helmet snakes in significant detail, as well as providing advice on how to use them against enemies, but helmet snakes '''don't actually exist''' because they lack the [LARGE_ROAMING] token in their raws, so all of this advice seems rather suspect. --[[User:Quietust|Quietust]] 15:53, 15 September 2010 (UTC)&lt;br /&gt;
:The way I see it, it's possible that somebody added the necessary tokens to the raws to make helmet snakes exist specifically so they could spade helmet snakes. Still not really viable advice all things considered.--[[User:Eurytus|Eurytus]] 21:52, 15 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Helmet snake&amp;quot;==&lt;br /&gt;
My helmet snake could use that kind of attention.[[User:JohnnyMadhouse|JohnnyMadhouse]] 14:30, 4 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=128724</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=128724"/>
		<updated>2010-10-04T13:47:19Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: /* No longer enraged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
::Had one of those indestructible titans today as well.  Just a shell and a body, made out of mud, evidently.  On the upside, it kept my goblin seigers occupied for 3 months (until they got bored and left), more than enough time to build a collapsible pit trap and drop it in a hole.  Now, if I can get my dwarfs to stop freaking out within 20 tiles of it, I can hopefully seal it up and call it a day. --[[Special:Contributions/98.185.244.59|98.185.244.59]] 23:09, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. &lt;br /&gt;
:I ran into a similar one; it was just a blob of snow with a pair of wings.  I think it got bored or something, because after awhile it disappeared from the units list.  Can Forgotten Beasts wander off the edge of the map and disappear like any other creature? --[[User:JonTheRed|JonTheRed]] 16:39, 26 June 2010 (UTC)&lt;br /&gt;
::More likely it just wandered to undiscovered part of caverns. Don't worry, when you'll show some activity at that cavern, it'll come back, hehe... Web collectors are perfect for that. =) [[User:Peregarrett|Peregarrett]] 06:33, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain&amp;lt;br /&amp;gt;&lt;br /&gt;
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a beast in my caverns. I tried to attack it with several full armored soldiers, it minced them apart. I reloaded, sealed the cave and it got killed by a miserable snakeman naked and armed with a wooden spear and a blowgun... --[[Special:Contributions/79.3.172.1|79.3.172.1]] 09:30, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Few days ago I generated a world, started up adventure mode and chose forgotten beast as race.. The game immediately crashed and I restarted it and decided to play DF instead (with the genned world), chose Play Now, and now for some reason all my units are forgotten beasts xD&lt;br /&gt;
The screen is being spammed with &amp;quot;Urist McForgottenBeast, peasant cancels Pickup equipment: Too injured&amp;quot; probably because they don't have any arms..&lt;br /&gt;
Hilarious but can't do anything with them xD &lt;br /&gt;
I haven't reported it to bugtracker though.. --[[Special:Contributions/84.245.25.61|84.245.25.61]] 20:46, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;br /&gt;
:There are some circumstances making creatures quite immune.&lt;br /&gt;
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)&lt;br /&gt;
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worldgen parameter ==&lt;br /&gt;
&lt;br /&gt;
The article says that there's a worldgen parameter that changes the number of forgotten beasts.  Is this one of the cave-related options?  Changing &amp;quot;Titan number&amp;quot; and &amp;quot;Number of Demon Types&amp;quot; to zero didn't get rid of Forgotten Beasts; is this a bug? -- [[Special:Contributions/141.154.159.229|141.154.159.229]] 16:34, 21 April 2010 (UTC)&lt;br /&gt;
: I guess it's the number of mountain caves for outdoor titans and megabeasts. Read the &amp;quot;exported&amp;quot; regionXX-world_sites_and_pops.txt.  --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common properties ==&lt;br /&gt;
&lt;br /&gt;
It's possible to extract the raws for all of the forgotten beasts, titans, and demons out of the &amp;quot;world&amp;quot; file for the region. I've written a short PHP script which seems to work reasonably well on uncompressed regions with no active saves - see my user page. --[[User:Quietust|Quietust]] 21:24, 23 April 2010 (UTC)&lt;br /&gt;
:Based on a sample size of 75 forgotten beasts (extracted from a single world), forgotten beasts appear to all have the following properties:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
Either [BIOME:SUBTERRANEAN_CHASM] or [BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:Given these properties, it would appear to be utterly impossible to capture one in a cage (as was possible in 40d with frog demons and tentacle demons by using cave-in dust to knock them unconscious). --[[User:Quietust|Quietust]] 19:38, 26 April 2010 (UTC)&lt;br /&gt;
::If that are the raws of forgotten beasts, there is a [GENERATED] tag. Does that mean.... I can make a species with that tag? ''Niggy grins evil'' EDIT: Nope does not work :/ the [GENERATED] tag doesn't do anything.  --[[User:Niggy|Niggy]] 18:01, 14 June 2010 (UTC)&lt;br /&gt;
:::It's just silly that vanilla megabeasts can be cagetrapped. --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)&lt;br /&gt;
::::I had one stand on a cage trap in order to destroy the workshop right next to the cage trap.  The trap was never triggered.  I took it out with marksdwarves. (I had heard a rumor that cage traps would capture them, but I had also heard that they don't trigger traps.  Had to see for myself.) -[[User:Greycat|Greycat]] 23:06, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to either mod or edit the properties of Forgotten Beasts (eg, adding new types or new qualities) in the raws, or is it hard-coded into the game?&lt;br /&gt;
--[[Special:Contributions/121.44.11.37|121.44.11.37]] 06:22, 2 May 2010 (UTC)&lt;br /&gt;
:Actually, no. But it would be awesome to give forgotten beasts genders and making them able to cage and tameable. God, now I want to make a giant snail with huge wings that fizzles that spits poison farm. --[[User:Niggy|Niggy]] 20:15, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire beast in water ==&lt;br /&gt;
&lt;br /&gt;
I think a similar beast is already brought up on this page, but I got a fire beast to appear in my underground lake. It came from off of the explored part of the lake, and immediately began converting it to steam. I'd love to know if it was destroying water off-screen (but I sadly did not know to check for changing water levels.) It would be interesting to see if DF treats off-screen stuff like this differently. I left my beast for a while and when I came back I found him stuck in a dry section, with trees blocking the water from getting in, and the beast from getting out. My theory is that he swam over one of the trees, and then got rid of the water on the trees, trapping himself between them. Can creatures swim over trees that grow under water-filled squares?&lt;br /&gt;
&lt;br /&gt;
EDIT: Just looked at my beast, and it turns out he has wings. Also, I forgot to do this:--[[User:Peglegpenguin|Peglegpenguin]] 21:46, 24 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No longer enraged ==&lt;br /&gt;
&lt;br /&gt;
I just got the message &amp;quot;Thefin Tomoicmi, Forgotten Beast is no longer enraged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I confess I hadn't released that it previously ''was'' enraged: it spawned a couple of years ago in the cavern I'd stumbled upon and then closed up, and it has been stomping around there ever since. I just assumed stomping was its thing.&lt;br /&gt;
&lt;br /&gt;
So what does it mean? Has Thefin been trying desperately to find a way to my dwarves all this time, and now has calmed down enough that it will no longer bother? Do all FBs start off enraged, and then calm down later? [[User:Hv|Hv]] 12:37, 4 October 2010 (UTC)&lt;br /&gt;
:'Enraged' means that the forgotten beast was probably fighting something and went into a berserk fury. Most (all?) animals including goblins will do that, with the exception of dwarves who go into martial trances. Theoretically, enraged enemies hit harder while the fury lasts, while martial trances increase combat prowess by an absurd amount. Don't try to make friends with the FB.[[User:JohnnyMadhouse|JohnnyMadhouse]] 13:47, 4 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blowgunner&amp;diff=128147</id>
		<title>v0.31:Blowgunner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blowgunner&amp;diff=128147"/>
		<updated>2010-09-24T00:12:47Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Redirected page to Combat skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Combat skill]]&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Aventurine&amp;diff=128146</id>
		<title>v0.31:Aventurine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Aventurine&amp;diff=128146"/>
		<updated>2010-09-24T00:10:53Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Added game information and rerated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:10, 24 September 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
'''Aventurines''' are dark green {{L|gem}}s found in {{L|sedimentary}} {{L|layer}}s. They are not worth a great deal, only having a {{L|value}} multiplier of three.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hungry_head&amp;diff=127549</id>
		<title>v0.31:Hungry head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hungry_head&amp;diff=127549"/>
		<updated>2010-09-14T15:00:33Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:04, 14 September 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Hungry head&lt;br /&gt;
|symbol=h&lt;br /&gt;
|color=0:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=2&lt;br /&gt;
|meat=3&lt;br /&gt;
|fat=3&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|brain=0-1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A fearsome, long-toothed mouth the size of a man's head, flying on bat wings. It is found in deep caves.''&lt;br /&gt;
&lt;br /&gt;
'''Hungry heads''' are found in the third cavern layer in groups of five to ten individuals. They are similar to {{l|crundle}}s and {{l|troglodyte}}s in their abundance and and lethality, being different only in that they can fly and have only three outside body-parts (a head and two wings). They do not pose much danger to either adventurers or civilian dwarves, though their ability to fly can make them a job-interrupting nuisance in fortress mode.&lt;br /&gt;
&lt;br /&gt;
Hungry heads may not be tamed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_desert_scorpion&amp;diff=127538</id>
		<title>v0.31:Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_desert_scorpion&amp;diff=127538"/>
		<updated>2010-09-14T02:25:55Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Tested butchery info in arena, added new information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:25, 14 September 2010 (UTC) (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant desert scorpion&lt;br /&gt;
|symbol=S&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=* Any {{L|Desert}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|meat=21-22&lt;br /&gt;
|fat=21&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Scorpion-panel2-col.png|thumb|200px|right|A Giant Desert Scorpion doing what it knows best.]]&lt;br /&gt;
The '''Giant Desert Scorpion''' is a very high-{{L|value}} creature commonly found in {{L|desert}}s. As opponents, they are equivalent to {{L|Giant Cave Spiders}} in lethality, and may appear in groups of anything from one to three mayhem-minded individuals. Giant Desert Scorpions are predatory meandering killing machines. They will roam over long distances seeking prey, meaning they ''will'' eventually find your fortress and start stinging dwarves.&lt;br /&gt;
&lt;br /&gt;
Giant Desert Scorpions are capable of injecting a {{L|syndrome|neurotoxin}} which causes necrosis of the brain and nervous system, resulting in instant death once they completely rot. They cannot be stunned and feel no pain or fear. A wounded scorpion will never stop fighting until it is either dead or unconscious. &lt;br /&gt;
&lt;br /&gt;
The ''good'' news is that Giant Desert Scorpions can be tamed once a {{L|Dungeon Master}} is present. Stuffing a {{L|cage}} with thirty scorpions and {{L|lever|releasing}} them all at once during an {{L|siege|invasion}} is a joyous sight. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beard&amp;diff=127535</id>
		<title>v0.31:Beard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beard&amp;diff=127535"/>
		<updated>2010-09-14T02:05:36Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: /* Dwarven beards as a sensory organ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many creatures in the game (even {{L|human|humans}}) have a group of tissues which are together known as a 'beard'. The most common type of 'beard' a player will encounter is the {{L|dwarf}} beard.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Beards==&lt;br /&gt;
&lt;br /&gt;
A dwarven 'beard' consists of both his cheek whiskers and his chin whiskers, and is specific to males. The game keeps track of a hidden 'length' attribute for each tissue. At birth, a male baby dwarf has a beard of length zero. After that, they gain 1 length every day until they have 1000 length.&lt;br /&gt;
&lt;br /&gt;
The beard does not affect anything other than the description as yet. Interestingly, different dwarven {{L|civilization}}s tend to have different cultural hairstyles, including beard styles.&lt;br /&gt;
&lt;br /&gt;
Although most creatures have both of these tissues, they have no such appearance as a beard. This leads to many players believing that {{L|elf|elves}} have beards, which is incorrect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
Dwarven hair is extremely hearty; the average dwarf hair is many times longer and several times thicker than the average human hair.  The range of colors is quite large; common colors include dark blues, black, any number of shades of gray, silver, white, brown, copper, rust, and even [[fire|flaming orange-red]].  &lt;br /&gt;
&lt;br /&gt;
Because they are grown to such incredible lengths and thicknesses, dwarven beards act as an extra layer of defense against external dangers - the resiliency of the beard helps protect the dwarf's face from physical blows, the expansiveness of the beard helps protect the dwarf's face and upper body against sources of radiation, and in its normal state, the beard almost completely covers the nasal passages and the mouth, acting as a sort of natural gas mask, which keeps noxious gases and other airborne contaminants from being inhaled.  Also, each hair is coated with unique oils that give it the ability to attract and trap some germs and bacteria, which are then either scrubbed out in the bath, or (more commonly) immersed in strong [[alcohol]] from the inevitable poorly-aimed quaff.&lt;br /&gt;
&lt;br /&gt;
===Dwarven beards as a sensory organ===&lt;br /&gt;
&lt;br /&gt;
The remarkably thick hairs of the male dwarf's beard are a marvel of biology. Each hair contains millions of sensory receptors of incredible diversity, including but not limited to hairs that gauge humidity and air flow, hairs highly sensitive to the presence of {{L|alcohol}}, air pressure sensing &amp;quot;{{L|hidden fun stuff|Bad Decision}}&amp;quot; hairs that are hooked directly to the brain's pleasure center and chemically reward dwarves for digging deeper, and even hairs that produce more and more vitamin D the longer a dwarf spends underground, to the point where any solar contact at all results in an {{L|cave adaptation|overload of vitamins}} and immediate {{L|vomit|nausea}}. &lt;br /&gt;
&lt;br /&gt;
Female dwarves use their long, luxurious knuckle hairs for the same purposes.&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hungry_head&amp;diff=127534</id>
		<title>v0.31:Hungry head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hungry_head&amp;diff=127534"/>
		<updated>2010-09-14T02:04:26Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:04, 14 September 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Hungry head&lt;br /&gt;
|symbol=h&lt;br /&gt;
|color=0:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=2&lt;br /&gt;
|meat=3&lt;br /&gt;
|fat=3&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|brain=0-1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A fearsome, long-toothed mouth the size of a man's head, flying on bat wings. It is found in deep caves.''&lt;br /&gt;
Hungry heads are found in the third cavern layer in groups of five to ten individuals. They are similar to {{l|crundle}}s and {{l|troglodyte}}s in their abundance and and lethality, being different only in that they can fly and have only three outside body-parts (a head and two wings). They do not pose much danger to either adventurers or civilian dwarves, though their ability to fly can make them a job-interrupting nuisance in fortress mode.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hungry_head&amp;diff=127533</id>
		<title>v0.31:Hungry head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hungry_head&amp;diff=127533"/>
		<updated>2010-09-14T02:03:46Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: air drowned twenty hungry heads in the arena.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|07:26, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Hungry head&lt;br /&gt;
|symbol=h&lt;br /&gt;
|color=0:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=2&lt;br /&gt;
|meat=3&lt;br /&gt;
|fat=3&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|brain=0-1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A fearsome, long-toothed mouth the size of a man's head, flying on bat wings. It is found in deep caves.''&lt;br /&gt;
Hungry heads are found in the third cavern layer in groups of five to ten individuals. They are similar to {{l|crundle}}s and {{l|troglodyte}}s in their abundance and and lethality, being different only in that they can fly and have only three outside body-parts (a head and two wings). They do not pose much danger to either adventurers or civilian dwarves, though their ability to fly can make them a job-interrupting nuisance in fortress mode.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ogre&amp;diff=127532</id>
		<title>v0.31:Ogre</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ogre&amp;diff=127532"/>
		<updated>2010-09-14T01:53:13Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: This creature can not be butchered.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:53, 14 September 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Ogre&lt;br /&gt;
|symbol=O|color=7:0:0&lt;br /&gt;
|align=evil&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Shrubland|Temperate and tropical shrublands}}&lt;br /&gt;
* {{L|Savanna|Temperate and tropical savannas}}&lt;br /&gt;
* {{L|Grassland|Temperate and tropical grasslands}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A giant humanoid monster found stomping about in the evil plains.  Their low howls can be heard long before they are seen.''&lt;br /&gt;
&lt;br /&gt;
'''Ogres''' are huge, violent humanoids found in evil plains. They are highly aggressive, able to destroy buildings and strong enough to make short work of [[dog|war dogs]] and inexperienced dwarves. Ogres usually appear in groups of 1-3, which can prove a deadly threat to a new fortress. An attack by ogres in the very beginning will make short work of most unprepared embarking attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elk&amp;diff=127530</id>
		<title>v0.31:Elk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elk&amp;diff=127530"/>
		<updated>2010-09-14T01:46:56Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Added mod value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:43, 12 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Elk&lt;br /&gt;
|symbol=E|color=6:0:0&lt;br /&gt;
|bones=13-15&lt;br /&gt;
|meat=10-12&lt;br /&gt;
|fat=9&lt;br /&gt;
|valm=2&lt;br /&gt;
|hoofs=4&lt;br /&gt;
|horns=2 (males only)&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=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;
|contrib=no&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|biome=* {{l|Tundra}} &lt;br /&gt;
* {{l|grassland|Temperate grassland}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''A large hooved animal found roaming wild in temperate forests.  The males have long antlers.''&lt;br /&gt;
&lt;br /&gt;
'''Elks''' are large, generally peaceful ungulates common in grasslands and tundra. Amateur {{L|hunter}}s pursuing an elk may be killed if unprepared for exactly how large elks are.&lt;br /&gt;
&lt;br /&gt;
Products made out of elk parts are worth twice as much as those made from domestic animals like {{L|cow|cattle}} or {{L|cat}}s. Due to their great size, they produce a lot of raw materials for {{L|bone carver}}s. They also have a decent pet value and may be tamed once a {{L|Dungeon Master}} arrives. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hippo&amp;diff=127529</id>
		<title>v0.31:Hippo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hippo&amp;diff=127529"/>
		<updated>2010-09-14T01:45:33Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Only one of twenty air-drowned hippos dropped a tooth when butchered, but that makes 2-3 ivory anyway.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:45, 14 September 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Hippo&lt;br /&gt;
|symbol=H|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|tropical}} {{L|river}} or {{L|lake}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=21-29&lt;br /&gt;
|meat=14-54&lt;br /&gt;
|fat=13-19&lt;br /&gt;
|lung=2-4&lt;br /&gt;
|heart=1&lt;br /&gt;
|ivory=2-3&lt;br /&gt;
|intestines=4-6&lt;br /&gt;
|liver=1-2&lt;br /&gt;
|tripe=1-2&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|eye=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, round, hairless river creature. It is a plant-eating animal but has long tusks and can be aggressive and deadly if disturbed.''&lt;br /&gt;
&lt;br /&gt;
'''Hippos''' are peaceful, friendly {{L|river}} {{L|creatures}} that may appear on a map in groups of three to seven. When riled, however, they can be incredibly deadly due to their large size and tendency to knock or herd dwarves into rivers. &lt;br /&gt;
&lt;br /&gt;
Since they can become very tall and heavy (~ 1.5 tons), they are a great {{L|food}} source when {{L|butcher}}ed. They may also be a great source of occupied {{L|coffin}}s.&lt;br /&gt;
&lt;br /&gt;
Hippos have a respectable pet value of 400 and make lovely hard-to-kill pets, but may not be tamed without the assistance of a {{L|Dungeon Master}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:JohnnyMadhouse&amp;diff=127506</id>
		<title>User:JohnnyMadhouse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:JohnnyMadhouse&amp;diff=127506"/>
		<updated>2010-09-13T15:52:48Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
&lt;br /&gt;
I enjoy making glass citadels suspended over volcanoes and waterfalls.&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
*Eliminate all tattered articles by either adding information or redirecting to appropriate pages&lt;br /&gt;
*Consolidate all social skills to social skill page, do same with administrative skills. Link appropriate crossover skills like consoler.&lt;br /&gt;
*Add [AQUATIC] and [IMMOBILE_LAND] tags to everything, remove [ARENA_RESTRICTED] and [FLIER], then air-drown ten of both genders to get a decent range of results. Both genders are important for determining sex-based differences like antlers (ex: Elk).&lt;br /&gt;
*Make sure all industry pages are masterwork for new players.&lt;br /&gt;
&lt;br /&gt;
==Criticism==&lt;br /&gt;
&lt;br /&gt;
Eviscerate me over on my talk page!&lt;br /&gt;
&lt;br /&gt;
==Butchery stuff==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;|meat=|fat=&lt;br /&gt;
|eyes=0|lung=2|heart=1&lt;br /&gt;
|intestines=1|liver=1|tripe=1&lt;br /&gt;
|sweetbread=1|spleen=1|kidney=2|brain=1&lt;br /&gt;
|ivory=0|hoofs=0|horns=0|bones=|skulls=1|hide=Yes|valm=&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ideal fortress==&lt;br /&gt;
*Burrows for profession clusters, especially the hospital zone to ensure doctors remain safe.&lt;br /&gt;
*Tigerman preserve with meat being supplied from the larger fortress.&lt;br /&gt;
*Multiple mini-forts on the same map, each one with its own food supply and dining hall. Maybe job specialization as well, and a hauler squad dedicated to moving items between burrows. &lt;br /&gt;
*Aquarium and zoo.&lt;br /&gt;
*'School' burrow with all artifacts displayed within via specialty stockpiles and historical statues scattered about. Children will be assigned to this burrow. Administration can be nearby, along with all the other civic zones like prisons and hospitals.&lt;br /&gt;
*Magnificent archery range, targets made of red stones like realgar. One melee squad for dealing with forgotten beasts.&lt;br /&gt;
*Multi-layered defense system, complete with catapult killing fields. Magma and water moats.&lt;br /&gt;
*Kill All Cats.&lt;br /&gt;
*A bedroom with storage furniture and enough prospective tombs for every dwarf. *Pressure plates linked to menacing spikes at the entrance scattered about so dwarves may kill invaders without really trying.&lt;br /&gt;
*Wagon replaced with a ridiculously encrusted masterpiece statue of the embark dwarves, placed on a 3x3 pedestal where it can't be destroyed.&lt;br /&gt;
*Ability to lock down fortress via drawbridges and controlled flooding. &lt;br /&gt;
*Drowning hall with ceiling hatches to fill it and floor hatches to empty it. Floor hatches should empty into a large reservoir chamber where water can evaporate and bodies may be recovered. &lt;br /&gt;
*Soap.&lt;br /&gt;
*The consignment of all dead enemies and live prisoners to a bone pit. In the name of science: Will goblins eat the bones of their comrades?&lt;br /&gt;
*Glass castle above ground. &lt;br /&gt;
*Endless parties.&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Peridot&amp;diff=126257</id>
		<title>v0.31 Talk:Peridot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Peridot&amp;diff=126257"/>
		<updated>2010-08-23T18:14:54Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When peridot gemquality olivine is, why can't it be found in olvine?--[[User:Niggy|Niggy]] 17:50, 23 August 2010 (UTC)&lt;br /&gt;
:Because the raws aren't set up to include peridot there! Really though, olivine is an incredibly common component of gabbro minerals. Gem-quality olivine is rare, and not likely to be found in the more granular veins of green rock DF labels as olivine proper. It will be in different pressure and heat zones. &lt;br /&gt;
:The geology of DF isn't as accurate as many make it out to be. Olivine crystals in real life are also found in basalt in small quantities, but olivine is not found in igneous extrusive layers in DF.--[[User:JohnnyMadhouse|JohnnyMadhouse]] 18:14, 23 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=126249</id>
		<title>v0.31:Peridot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=126249"/>
		<updated>2010-08-23T17:35:44Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 22 August 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Peridot''' is a {{L|gem}}-quality form of {{L|olivine}}, and is found in {{L|gabbro}} layers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Olivine-23909.jpg|Peridot is simply high quality olivine&lt;br /&gt;
File:Olivine (peridot).jpg|Another sample of olivine/peridot&lt;br /&gt;
File:Chryzolit (perydot, oliwin) - Kohestan, Pakistan. 02.jpg|Peridot&lt;br /&gt;
File:Olivine-gemmes.jpg|Cut peridot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=126204</id>
		<title>40d:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=126204"/>
		<updated>2010-08-22T18:30:37Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: /* Special Considerations */ removed redundancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
''This guide assumes you've read the main article on '''{{L|well}}s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up is beyond frustrating. This guide will walk you through several different situations, how to build a well by draining a pond, and by using a brook or river.  &lt;br /&gt;
&lt;br /&gt;
==Choosing a Location==&lt;br /&gt;
You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any {{L|Health_care_(labor)|hospital}} beds you have.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's no threat from {{L|carp}}, {{L|goblins}}, or {{L|animal}}s, and it can provide a safe source of drinking water during a {{L|siege}}.  &lt;br /&gt;
&lt;br /&gt;
The important part about the well is to make sure that you don't create a situation where the water will {{L|flood}} your fortress, due to {{L|Water_pressure|pressure}} from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See {{L|Water_pressure|pressure}}.)&lt;br /&gt;
&lt;br /&gt;
==Water sources==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 {{L|z-level}} under it (not between it and the water, but on the next level immediately below the well).  Pre-existing water is safe because it's the most predictable - what you see is what you got, no surprises.  You can instead use dwarven engineering to bring water from a distant source to (beneath) your well, with a safety factor* based on your experience and the complexity of the project. (See {{L|flood}}.)&lt;br /&gt;
&lt;br /&gt;
===Pre-existing sources===&lt;br /&gt;
&lt;br /&gt;
A {{L|brook}}, {{L|river}}, or {{L|murky pool}} can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from {{L|rain}}.  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at {{L|embark}}) {{L|evaporate}} away before you ever get a chance to build a well - for this, see {{L|Well_guide#Beating evaporation|below}}.&lt;br /&gt;
&lt;br /&gt;
: Using stagnant water from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, &amp;quot;Has complained about the nasty water lately&amp;quot;. To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.&lt;br /&gt;
&lt;br /&gt;
===Channeling water to your well===&lt;br /&gt;
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an {{L|aqueduct}} to bring it to where you want it.  You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.  Also consider a (secondary) drain, if feasible near a {{L|chasm}} or other large water-dump area.  Bear in mind that the game lag produced by water constantly flowing from source to drainage can be as devastating to game play as any flood (depending on the capabilities of your computer).&lt;br /&gt;
&lt;br /&gt;
Channels are very handy for moving water, but be cautious about leaving open water where it isn't necessary.  A dry channel makes a great {{L|moat}}, but a wet channel is a random hazard, and dwarves have a nasty habit of diving into any available water for a variety of reasons. Instead of digging long wet channels, have a dwarf mine out extra one level down, bring him back out e.g. through a door, then channel the last square back up to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to &amp;quot;channel&amp;quot; out these to create empty space for a well means that the dwarf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dwarves to escape if they choose to.  Leaving a stairs or ramp as an &amp;quot;emergency exit&amp;quot; is never a bad idea.&lt;br /&gt;
&lt;br /&gt;
==== Long aqueducts ====&lt;br /&gt;
If you need to get water from a brook at the edge of the screen, it's never going to make it down that 1-square wide passage... and more surprisingly, it's not going to make it down a 5-square wide passage either, {{L|evaporation|evaporating}} long before it arrives at the destination.  The solution is that you need to put the aqueduct ''below'' the level of the river or brook, 1 square wide.  Channel out a connected area of open space underground at the level of the brook bed, separated from the brook by one square of rock.  Make sure you include a {{L|lever}}-controlled floodgate, get your miners out, and channel the edge of the brook.  The amount of ''open space'' at the level of the brook bed controls how fast the water fills.  Then dig wells down into the aqueduct normally.&lt;br /&gt;
&lt;br /&gt;
For exceptionally long distances, you may have to install a floodgate every 100 tiles or so - filling the first section, then letting that spill out to the next, and so on, to avoid water so shallow that it simply cannot support the distance without evaporating at the same rate it is filling.&lt;br /&gt;
&lt;br /&gt;
=== Aquifers ===&lt;br /&gt;
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well.  You'll have other construction projects to worry about.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
&lt;br /&gt;
Your dwarves will happily use any excuse for falling into wells, usually resulting in injury, drowning and swift death. Thus you should construct your well as dead end, surrounded mostly by walls. Military dwarves are reportedly even more interested in well-diving than civilians, so keep military infrastructure, especially barracks, away from wells. This may be caused by sparring dwarves, who tend to ignore danger when dodging. Building escape stairs from your water source may also be a good idea, as well as teaching your dwarves to {{L|Swimmer|swim}}.&lt;br /&gt;
&lt;br /&gt;
====Style points====&lt;br /&gt;
&lt;br /&gt;
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy.  Smoothed and especially constructed floors will guard against {{L|tower-cap}} blockages, if that is a concern.  The well has to be in a stone layer, not soil.&lt;br /&gt;
&lt;br /&gt;
* Wells can be stacked on top of each other across multiple Z levels and still remain functional. A bucket dropping from a well on Z+2 will pass through a well on Z+1 to successfully reach water at Z+0.&lt;br /&gt;
&lt;br /&gt;
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #.OX#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
&lt;br /&gt;
=== Using ponds/pools ===&lt;br /&gt;
&lt;br /&gt;
The highest priority for well building is if only &amp;quot;muddy pond&amp;quot; is available in a hot climate.  These can dry out within a season or two after starting the game and will ''never'' return.  Carve out a fairly large space to use as a {{L|reservoir}} and get that water down to an unexposed area.  A reservoir can also be a handy precaution when tapping underground rivers with waterfalls or in other cases where you may not really be sure what the water level is.&lt;br /&gt;
&lt;br /&gt;
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow.  Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full.  This allows them, over the course of a year, to provide more water than they can hold at any one time.  Note that only naturally occurring tiles that are &amp;quot;murky pools&amp;quot; will collect rain - an identically size excavation next to a murky pool will not.  Expanding a murky pool will allow the water to expand, but rain will only be &amp;quot;collected&amp;quot; in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to {{L|Evaporation|evaporate}} as normal for water.  Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.&lt;br /&gt;
&lt;br /&gt;
Using the well will take a very small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished. &lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
&lt;br /&gt;
Salt water is encountered near sea-forts, and reservoirs require that it is {{L|Pump#Desalinization|purified}} through a pump first, kept separate from any natural, non-constructed surfaces, and then held in a specially dwarf-constructed reservoir. However, a well will allow dwarves to drink from a salt water source without problem (although this may be a bug).&lt;br /&gt;
&lt;br /&gt;
==Step by step==&lt;br /&gt;
===Pond Draining Technique===&lt;br /&gt;
&lt;br /&gt;
1. Mine a one-square wide tunnel to a place near the pond to be drained.&lt;br /&gt;
&lt;br /&gt;
 ~######&lt;br /&gt;
 ~#+++++&lt;br /&gt;
 ~######&lt;br /&gt;
&lt;br /&gt;
2. Figure out how many squares of water are in the pond. You will need the same number of empty tiles below your well. Stairs do count as empty. The well does not need to be on the same level as the water.&lt;br /&gt;
&lt;br /&gt;
3. Channel though the floor to the end of the tunnel. Your well will be on this tile, or directly below it.&lt;br /&gt;
&lt;br /&gt;
4. Dig a staircase down, just behind the channel.&lt;br /&gt;
&lt;br /&gt;
 ~########&lt;br /&gt;
 ~#.&amp;gt;+++++&lt;br /&gt;
 ~########&lt;br /&gt;
&lt;br /&gt;
5. Repeat this stair and channel pattern as far down as you need. If in doubt, make it a level deeper than you need.&lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 ##.X#&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
6. If you run out of depth, just make the bottom wider.&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #+++#&lt;br /&gt;
 #+.X#&lt;br /&gt;
 #+++#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
7. Almost ready to drain the lake! Check for any leaks. You might want to place a door behind the channel, as a precaution.&lt;br /&gt;
&lt;br /&gt;
8. From the surface, channel through the last square separating the pond from the tunnel. Wait for all the water to drain into the well.&lt;br /&gt;
&lt;br /&gt;
9. Build the well. You can make it anywhere above the water surface. You might want to widen the tunnel so more dwarves can access the well at once.&lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 #+++##&lt;br /&gt;
 Do++D+&lt;br /&gt;
 #+++##&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)&lt;br /&gt;
&lt;br /&gt;
====Aquifer Technique====&lt;br /&gt;
A small 1x1 Stair down to the aquifer is mostly the only reason to have an aquifer at all.&lt;br /&gt;
&lt;br /&gt;
====Style points====&lt;br /&gt;
&lt;br /&gt;
:* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil. &lt;br /&gt;
&lt;br /&gt;
:* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #.OX#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
====Using ponds/pools in areas with heavy rain====&lt;br /&gt;
&lt;br /&gt;
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow. Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full. This allows them, over the course of a year, to provide more water than they can hold at any one time. Note that only naturally occurring tiles that are &amp;quot;murky pools&amp;quot; will collect rain - an identically size excavation next to a murky pool will not. Expanding a murky pool will allow the water to expand, but rain will only be &amp;quot;collected&amp;quot; in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to evaporate as normal for water. Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.&lt;br /&gt;
&lt;br /&gt;
===Tapping a Brook===&lt;br /&gt;
&lt;br /&gt;
A brook can be tapped to supply constant water for a well, if you have one in your area.&lt;br /&gt;
&lt;br /&gt;
WARNING: Trying this downstream from a waterfall doesn't seem to work; the water pressure it produces is too high, you will flood your fortress (unless you use floodgates to control it).&lt;br /&gt;
&lt;br /&gt;
You'll need to understand the basics of digging, etc., as much is glossed over in this particular guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Dig out a room similar to the one below. It's easier if it's one z-level above the brook itself but that can be addressed several ways. The room itself could be different, perhaps even just one square of a channel, where the well will be placed. Whatever you prefer.&lt;br /&gt;
&lt;br /&gt;
z-0:&lt;br /&gt;
 &lt;br /&gt;
 	  ###+###&lt;br /&gt;
 	  #+++++#&lt;br /&gt;
 	  #+++++#&lt;br /&gt;
 	  #+++++#&lt;br /&gt;
 	  #.....#&lt;br /&gt;
 	  #######&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
 	   #+#&lt;br /&gt;
 	   #.#&lt;br /&gt;
  	   ###&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Connect your channel from the room above to the brook as follows. The tunnels can be wider, longer, and can drop a z-level or two if you need to by various methods. You'll need some way for the miners to get down here; access from other rooms on that z-level by door, staircase, whatever.&lt;br /&gt;
&lt;br /&gt;
z-1:&lt;br /&gt;
            &lt;br /&gt;
         ###########&lt;br /&gt;
         #+++++++++#&lt;br /&gt;
         #+#######+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
         #+#     #+#&lt;br /&gt;
 ############################&lt;br /&gt;
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
 @@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
 ############################&lt;br /&gt;
&lt;br /&gt;
3. Mine the last two wall segments, your miners should easily outrun the water to the safety of a staircase/door. From then on you should have a perpetual water source. It will fill the trench tiles to 7/7 but should not overflow into your fortress proper, as the water is returned to the brook and thus the pressure does not build up.&lt;br /&gt;
&lt;br /&gt;
4. Build a well on one of the channel squares in your original room and cover the others with floor grates/floor hatches. Or, if you chose the smaller room, build the well, you're done.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=126202</id>
		<title>v0.31:Peridot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=126202"/>
		<updated>2010-08-22T18:26:42Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:26, 22 August 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Peridot''' is a high-quality form of {{L|olivine}}, and is found in {{L|gabbro}} layers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Olivine-23909.jpg|Peridot is simply high quality olivine&lt;br /&gt;
File:Olivine (peridot).jpg|Another sample of olivine/peridot&lt;br /&gt;
File:Chryzolit (perydot, oliwin) - Kohestan, Pakistan. 02.jpg|Peridot&lt;br /&gt;
File:Olivine-gemmes.jpg|Cut peridot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=126201</id>
		<title>v0.31:Peridot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Peridot&amp;diff=126201"/>
		<updated>2010-08-22T18:26:12Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
'''Peridot''' is a high-quality form of {{L|olivine}}, and is found in {{L|gabbro}} layers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Olivine-23909.jpg|Peridot is simply high quality olivine&lt;br /&gt;
File:Olivine (peridot).jpg|Another sample of olivine/peridot&lt;br /&gt;
File:Chryzolit (perydot, oliwin) - Kohestan, Pakistan. 02.jpg|Peridot&lt;br /&gt;
File:Olivine-gemmes.jpg|Cut peridot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass_industry&amp;diff=126200</id>
		<title>v0.31:Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass_industry&amp;diff=126200"/>
		<updated>2010-08-22T18:19:15Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Rated article &amp;quot;Masterwork&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|18:19, 22 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Glass Industry''' is an extremely versatile source of items. Everything from {{L|trade goods}} to {{L|furniture}} to low value {{L|glass}} {{L|gem}}s to {{L|block}}s to {{L|trap component}}s can be made from glass, making {{L|Glassmaker}}s an extremely useful profession.&lt;br /&gt;
&lt;br /&gt;
=Producing glass=&lt;br /&gt;
&lt;br /&gt;
In order to produce {{L|glass}} in great quantities, your map should have {{L|sand}}. Sand is offered by {{L|caravan}}s, but very little can be acquired at a time. If you want a massive glass industry, check on your pre-{{L|embark}} map for sand layers.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in {{L|bag}}s using a task available at any {{L|glass furnace}}, &amp;quot;Gather Sand&amp;quot;.  You must designate a {{L|activity zone|Sand Collection zone}} from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to succeed.  &lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard {{L|glass furnace}} will consume one unit of {{L|fuel}} per job; a {{L|magma glass furnace}} uses no fuel.&lt;br /&gt;
&lt;br /&gt;
==Collecting sand==&lt;br /&gt;
&lt;br /&gt;
All types of glassmaking require at least a {{L|container|bag}} of {{L|sand}}. The &amp;quot;Collect {{L|Sand}}&amp;quot; order at the glass furnace requires the &amp;quot;{{L|hauling#Item_hauling|item hauling}}&amp;quot; labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from working in it until it has been completed. Collecting sand is also a time consuming task, and glassmakers quickly become faster at making items then at gathering materials to the point that jobs are canceled as sand becomes scarce.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand efficiently===&lt;br /&gt;
&lt;br /&gt;
There are two main ways around this problem, each with its own benefits and drawbacks. &lt;br /&gt;
&lt;br /&gt;
====Brute force====&lt;br /&gt;
The fast, somewhat sloppy method is to build additional glass furnaces for the sole purpose of {{L|repeat}}ing the Collect Sand order while others are used for actual glassmaking. Keep in mind that ordering glass goods through the {{L|manager}} will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the {{L|furnace}}.&lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*This method will free up time for your glassmakers to focus on making glass items. &lt;br /&gt;
&lt;br /&gt;
*It is possible to turn off all of your craftsdwarves' hauling labors and let your pack of otherwise useless {{L|Potash maker|Potash Maker}}s do all the grunt work of filling {{L|container|bags}}.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you go too far the other way and order more bags than can be used, hundreds of surplus sand bags accumulate until you eventually run out of bags or tweak the balance again.&lt;br /&gt;
&lt;br /&gt;
====Slow and easy====&lt;br /&gt;
The slightly slower but more controllable method of collecting sand efficiently. Assign each glass furnace to an individual glassmaker, and make sure that the dwarf's item hauling labor is turned on. Stagger work orders so the glassmaker hauls their own sand, then makes their item, then hauls their own sand. &lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass producing {{L|Gems#Glass|raw glass}} or {{L|block}}s.&lt;br /&gt;
&lt;br /&gt;
*Usage of bags is set to a minimum, which frees {{L|cloth}} and {{L|leather}} for other purposes.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*Tandem job orders like this mean that only five orders can be placed at a time, meaning that orders are placed most effectively as {{L|repeat}}s. A way around this is to set five different types of tandem orders and {{L|suspend}} and unsuspend them as desired.&lt;br /&gt;
&lt;br /&gt;
*This method is slower than the brute force method, and doesn't give your hoard of idle dwarves anything to do.&lt;br /&gt;
&lt;br /&gt;
*The manager can still be a burden with this system and ruin the balance of labors.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are {{L|value|worth}} twice as much as objects made from most {{L|stone}}, making it equivalent to cheap metals like {{L|copper}} and {{L|zinc}}.&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of {{L|pearlash}} in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like {{L|bronze}}.&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough {{L|rock crystal}}s, a {{L|gem}} which is not found on all maps. Cut rock crystals bought from {{L|trader}}s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like {{L|silver}}.&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;{{L|Glass}}&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 64em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Textile industry&lt;br /&gt;
  |background=#acc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|C|#acc|A|#acc|&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Wood Industry&lt;br /&gt;
  |background=#ed8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Mining&lt;br /&gt;
  |background=#ccc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Meat Industry&lt;br /&gt;
  |background=#ed8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
  |L|#acc|C|#acc|E|    |&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=none|skill=Item Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
  |E|    |C|#acc|E|    |&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#ed8|      |&lt;br /&gt;
  |E|    |C|#ed8|E|    |&lt;br /&gt;
  |      |L|#ed8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#ccc|      |&lt;br /&gt;
  |E|    |C|#ccc|E|    |&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| Sand Only&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| Sand &amp;amp; Pearlash&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Pearlash}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#ccc|≡|#ccc|≡|#ccc|≡|#ccc|&lt;br /&gt;
  |≡|#ccc|≡|#ccc|≡|#ccc|≡|#ccc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| Pearlash &amp;amp; Rock Crystal&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Rock crystal|Rough Rock Crystal}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Use Block|item={{L|Fuel}}/{{L|Magma}}|use=Powers furnaces&lt;br /&gt;
  |background=#fa8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Green Glass- making&lt;br /&gt;
  |color=1:1|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#080|L|#fa8|&lt;br /&gt;
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  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Glass furnace|skill=Clear Glass- making&lt;br /&gt;
  |color=1:1|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#088|L|#fa8|&lt;br /&gt;
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}}&lt;br /&gt;
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}}&lt;br /&gt;
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{{Workshop Block|workshop=Glass furnace|skill=Crystal Glass- making&lt;br /&gt;
  |color=1:1|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#fff|E|#fff|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Gem industry&lt;br /&gt;
  |background=#6f6|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |E|#89c|C|#89c|L|#89c| &lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|L|#89c|Any glass&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
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}}&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|E|#89c|Any glass&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Finished goods&lt;br /&gt;
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}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |E|    |T|#afa|L|#fff| counts as rough gems&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Gem#Glass|Raw Glass}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#080|☼|#080|☼|#088|☼|#fff|&lt;br /&gt;
  |☼|#080|☼|#088|☼|#088|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title={{L|block|Glass Blocks}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |■|#080|■|#080|■|#088|■|#fff|&lt;br /&gt;
  |■|#080|■|#088|■|#088|■|#fff|&lt;br /&gt;
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{{Item Block|title={{L|craft|Glass Crafts}}&lt;br /&gt;
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  |o|#080|♀|#080|o|#088|°|#fff|&lt;br /&gt;
  |Å|#080|¶|#088|♀|#088|δ|#fff|&lt;br /&gt;
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{{Item Block|title={{L|Furniture|Glass Furniture}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#080|π|#080|Ω|#088|Ω|#fff|&lt;br /&gt;
  |Ω|#080|╤|#088|╤|#088|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title={{L|cage|Terrarium}}s&lt;br /&gt;
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  |‼|#080|‼|#080|‼|#088|‼|#fff|&lt;br /&gt;
  |‼|#080|‼|#088|‼|#088|‼|#fff|&lt;br /&gt;
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{{Item Block|title={{L|Vial|Glass Vials}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |¡|#080|¡|#080|¡|#088|¡|#fff|&lt;br /&gt;
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{{Item Block|title={{L|Window|Glass Windows}}&lt;br /&gt;
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{{Item Block|title={{L|Trap component|Trap Weapons}}&lt;br /&gt;
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  |Σ|#080|Σ|#080|Σ|#088|Σ|#fff|&lt;br /&gt;
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{{Item Block|title={{L|Pipe section|Tube}}s&lt;br /&gt;
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}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Industry Block|industry=Furniture Industry&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=Glassmaking vs. masonry=&lt;br /&gt;
There is considerable overlap between items produced from {{L|stone}} at a {{L|Mason's workshop}}, and items produced from glass at glass furnaces. {{L|Mason}}ry is easier to get running and will {{L|stone management|clear excess stone}} from your fortress. Glass produces items with a higher base {{L|value}} (unless you make your masons use flux or {{L|obsidian}}), and using a {{L|magma glass furnace}} allows you to make green glass objects without consuming anything but dwarven labor.&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass_industry&amp;diff=126199</id>
		<title>v0.31:Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass_industry&amp;diff=126199"/>
		<updated>2010-08-22T18:18:51Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: /* Glass Industry Flowchart */ Corrected all redlinks. Rerating masterwork for new players.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:03, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Glass Industry''' is an extremely versatile source of items. Everything from {{L|trade goods}} to {{L|furniture}} to low value {{L|glass}} {{L|gem}}s to {{L|block}}s to {{L|trap component}}s can be made from glass, making {{L|Glassmaker}}s an extremely useful profession.&lt;br /&gt;
&lt;br /&gt;
=Producing glass=&lt;br /&gt;
&lt;br /&gt;
In order to produce {{L|glass}} in great quantities, your map should have {{L|sand}}. Sand is offered by {{L|caravan}}s, but very little can be acquired at a time. If you want a massive glass industry, check on your pre-{{L|embark}} map for sand layers.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in {{L|bag}}s using a task available at any {{L|glass furnace}}, &amp;quot;Gather Sand&amp;quot;.  You must designate a {{L|activity zone|Sand Collection zone}} from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to succeed.  &lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard {{L|glass furnace}} will consume one unit of {{L|fuel}} per job; a {{L|magma glass furnace}} uses no fuel.&lt;br /&gt;
&lt;br /&gt;
==Collecting sand==&lt;br /&gt;
&lt;br /&gt;
All types of glassmaking require at least a {{L|container|bag}} of {{L|sand}}. The &amp;quot;Collect {{L|Sand}}&amp;quot; order at the glass furnace requires the &amp;quot;{{L|hauling#Item_hauling|item hauling}}&amp;quot; labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from working in it until it has been completed. Collecting sand is also a time consuming task, and glassmakers quickly become faster at making items then at gathering materials to the point that jobs are canceled as sand becomes scarce.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand efficiently===&lt;br /&gt;
&lt;br /&gt;
There are two main ways around this problem, each with its own benefits and drawbacks. &lt;br /&gt;
&lt;br /&gt;
====Brute force====&lt;br /&gt;
The fast, somewhat sloppy method is to build additional glass furnaces for the sole purpose of {{L|repeat}}ing the Collect Sand order while others are used for actual glassmaking. Keep in mind that ordering glass goods through the {{L|manager}} will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the {{L|furnace}}.&lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*This method will free up time for your glassmakers to focus on making glass items. &lt;br /&gt;
&lt;br /&gt;
*It is possible to turn off all of your craftsdwarves' hauling labors and let your pack of otherwise useless {{L|Potash maker|Potash Maker}}s do all the grunt work of filling {{L|container|bags}}.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you go too far the other way and order more bags than can be used, hundreds of surplus sand bags accumulate until you eventually run out of bags or tweak the balance again.&lt;br /&gt;
&lt;br /&gt;
====Slow and easy====&lt;br /&gt;
The slightly slower but more controllable method of collecting sand efficiently. Assign each glass furnace to an individual glassmaker, and make sure that the dwarf's item hauling labor is turned on. Stagger work orders so the glassmaker hauls their own sand, then makes their item, then hauls their own sand. &lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass producing {{L|Gems#Glass|raw glass}} or {{L|block}}s.&lt;br /&gt;
&lt;br /&gt;
*Usage of bags is set to a minimum, which frees {{L|cloth}} and {{L|leather}} for other purposes.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*Tandem job orders like this mean that only five orders can be placed at a time, meaning that orders are placed most effectively as {{L|repeat}}s. A way around this is to set five different types of tandem orders and {{L|suspend}} and unsuspend them as desired.&lt;br /&gt;
&lt;br /&gt;
*This method is slower than the brute force method, and doesn't give your hoard of idle dwarves anything to do.&lt;br /&gt;
&lt;br /&gt;
*The manager can still be a burden with this system and ruin the balance of labors.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are {{L|value|worth}} twice as much as objects made from most {{L|stone}}, making it equivalent to cheap metals like {{L|copper}} and {{L|zinc}}.&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of {{L|pearlash}} in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like {{L|bronze}}.&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough {{L|rock crystal}}s, a {{L|gem}} which is not found on all maps. Cut rock crystals bought from {{L|trader}}s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like {{L|silver}}.&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;{{L|Glass}}&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 64em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Textile industry&lt;br /&gt;
  |background=#acc|&lt;br /&gt;
}}&lt;br /&gt;
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  |      |E|    |      |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Wood Industry&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Mining&lt;br /&gt;
  |background=#ccc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Meat Industry&lt;br /&gt;
  |background=#ed8|&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{Workshop Block|workshop=none|skill=Item Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
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{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
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{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
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  |L|#fff|T|#fff|L|#fff| Sand &amp;amp; Pearlash&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title={{L|Pearlash}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
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  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| Pearlash &amp;amp; Rock Crystal&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title={{L|Rock crystal|Rough Rock Crystal}}&lt;br /&gt;
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  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Use Block|item={{L|Fuel}}/{{L|Magma}}|use=Powers furnaces&lt;br /&gt;
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}}&lt;br /&gt;
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{{Workshop Block|workshop=Glass furnace|skill=Green Glass- making&lt;br /&gt;
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{{Workshop Block|workshop=Glass furnace|skill=Crystal Glass- making&lt;br /&gt;
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  |L|#fa8|C|#fff|E|#fff|&lt;br /&gt;
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}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Industry Block|industry=Gem industry&lt;br /&gt;
  |background=#6f6|&lt;br /&gt;
}}&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|L|#89c|Any glass&lt;br /&gt;
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  |      |L|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|E|#89c|Any glass&lt;br /&gt;
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{{Item Block|title={{L|Furniture|Glass Furniture}}&lt;br /&gt;
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{{Item Block|title={{L|Pipe section|Tube}}s&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=Glassmaking vs. masonry=&lt;br /&gt;
There is considerable overlap between items produced from {{L|stone}} at a {{L|Mason's workshop}}, and items produced from glass at glass furnaces. {{L|Mason}}ry is easier to get running and will {{L|stone management|clear excess stone}} from your fortress. Glass produces items with a higher base {{L|value}} (unless you make your masons use flux or {{L|obsidian}}), and using a {{L|magma glass furnace}} allows you to make green glass objects without consuming anything but dwarven labor.&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pipe&amp;diff=126198</id>
		<title>v0.31:Pipe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pipe&amp;diff=126198"/>
		<updated>2010-08-22T18:14:26Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: Redirected page to Pipe section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[pipe section]]&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=126144</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=126144"/>
		<updated>2010-08-21T22:07:35Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Tigerman&lt;br /&gt;
|symbol=T|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Tropical forest}}s&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}s&lt;br /&gt;
* {{L|Wetland|Tropical freshwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Tropical saltwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Mangrove swamp}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''An orange striped man with the head of a tiger.''&lt;br /&gt;
&lt;br /&gt;
'''Tigermen''' (half man, half tiger) are the {{catlink|humanoids|anthropomorphic}} (or human-like) relatives of {{l|tiger}}s, often inhabiting {{l|forest#Tropical dry broadleaf forests |tropical forests}} and {{l|wetland|coastal/wetland}} {{l|biome|areas}}.  They are large, predatory carnivores that can present {{l|fun|a significant threat}} to an unarmed {{l|dwarf}}.&lt;br /&gt;
&lt;br /&gt;
==Tamed tigermen==&lt;br /&gt;
&lt;br /&gt;
As of version 31.12, {{L|Elves|Elven}} merchants will sometimes bring tamed (enslaved?) Tigermen to {{l|trade}}. Often, these tigermen have various skills, similar to those of {{L|migrant}}s. This is due to the combination of the Tigerman's [PET] and [CAN_LEARN] tags, and also results in dwarves being able to tame Tigermen without a {{L|dungeon master}}.&lt;br /&gt;
&lt;br /&gt;
Tamed tigermen will die of dehydration or hunger if left in their cages. Once released, they will wander around the fortress much like any other domestic animal, even having (named!) offspring.  Goblin {{L|thief|snatchers}} consider Stray Tigerman Cubs (Tame) a valid target for kidnapping. While mingling with your dwarves, Tigermen will gain conversational skills. They can be designated for {{L|butcher}}y, but will never actually be struck down as dwarves refuse to eat intelligent creatures. &lt;br /&gt;
&lt;br /&gt;
Tigermen can be assigned to ropes and cages, but if they cannot reach water or food they will die. {{L|restraint|Tying}} Tigermen up next to a water source works, as long as they have a food stockpile nearby. For whatever reason, Tigermen cannot use {{L|well}}s suspended more than one {{L|z-level}} above water, so keep that in mind when deciding where to place them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=125385</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=125385"/>
		<updated>2010-08-13T23:40:00Z</updated>

		<summary type="html">&lt;p&gt;JohnnyMadhouse: I tied a tigerman surgeon up in my hospital and now she is surrounded by tigerman cubs. I am going to build a tigerman reserve and make her the tigerman mayor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Tigerman&lt;br /&gt;
|symbol=T|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Tropical forest}}s&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}s&lt;br /&gt;
* {{L|Wetland|Tropical freshwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Tropical saltwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Mangrove swamp}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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:''An orange striped man with the head of a tiger.''&lt;br /&gt;
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'''Tigermen''' (half man, half tiger) are the {{catlink|humanoids|anthropomorphic}} (or human-like) relatives of {{l|tiger}}s, often inhabiting {{l|forest#Tropical dry broadleaf forests |tropical forests}} and {{l|wetland|coastal/wetland}} {{l|biome|areas}}.  They are large, predatory carnivores that can present {{l|fun|a significant threat}} to an unarmed {{l|dwarf}}.&lt;br /&gt;
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==Tamed tigermen==&lt;br /&gt;
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As of version 31.12, {{L|Elves|Elven}} merchants will sometimes bring tamed (enslaved?) Tigermen to {{l|trade}}. Often, these tigermen have various skills, similar to those of {{L|migrant}}s. This is due to the combination of the Tigerman's [PET] and [CAN_LEARN] tags, and also results in dwarves being able to tame Tigermen without a {{L|dungeon master}}.&lt;br /&gt;
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Tamed tigermen will die of dehydration or hunger if left in their cages. Once released, they will wander around the fortress much like any other domestic animal, even having (named!) offspring. While mingling with your dwarves, Tigermen will gain conversational skills. They can be designated for {{L|butcher}}y, but will never actually be struck down as dwarves refuse to eat intelligent creatures. &lt;br /&gt;
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Tigermen can be assigned to ropes and cages, but if they cannot reach water or food they will die. {{L|restraint|Tying}} Tigermen up next to a water source works, as long as they have a food stockpile nearby. For whatever reason, Tigermen cannot use {{L|well}}s suspended more than one {{L|z-level}} above water, so keep that in mind when deciding where to place them.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>JohnnyMadhouse</name></author>
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