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	<updated>2026-04-13T04:11:37Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279866</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279866"/>
		<updated>2022-12-26T09:43:27Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: Reverting to version of last edit (by Silverwing235 ), as all information added was from version 50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Wrestling''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Food_guide&amp;diff=279865</id>
		<title>Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Food_guide&amp;diff=279865"/>
		<updated>2022-12-26T09:42:04Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Livestock */ added in Eggs as a food source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Eggs ==&lt;br /&gt;
Given that most of the creatures with the {{token|LAYS_EGGS|c}} token do not need to [[Grazer|Graze]] for food. Eggs are a fairly viable food source for a fortress. Given that at embark many , or grown by [[feather tree]]s. But for the purpose of this guide guide we'll focus on the egg layers available from the embark menu -- for example: [[DF2014:Turkey|Turkeys]].&lt;br /&gt;
&lt;br /&gt;
While it can be a stable source of food, Eggs ''must'' be cooked into prepared meals at a kitchen before they can be eaten by dwarves. So unlike other items on this list, Eggs as a food source must have an additional meal source (example: alcohol) in order to be made into food.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few: &lt;br /&gt;
* '''Cooking''': Eggs cannot be eaten raw and must be cooked. &lt;br /&gt;
Not Required but helpful:&lt;br /&gt;
* '''crafting''': In order for egg laying to occur, a [[Nest box]] is required, which needs to be crafted out of wood, stone, or metal.&lt;br /&gt;
&lt;br /&gt;
As long as [[Alcohol]], [[milk]], or [[Dwarven syrup|syrup]]is allowed for cooking: eggs can be used as the only food source for a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* After 8 years or so, it is recommended to butcher your egg layers as to prevent their meat being wasted from dying of old age. It is not required.&lt;br /&gt;
* see [[Egg_production]] for more details&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
''Few'': Not required but recommended&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
* '''Trapper''' in terms of food, this skill only improves the quality of the traps produced.&lt;br /&gt;
&lt;br /&gt;
A a butcher and tanner will be required, but since any unskilled dwarf can do that with the only difference in skill being speed, it is fine and it's not very time-consuming. &lt;br /&gt;
&lt;br /&gt;
The trapper skill is required, but like the above the skill level does not effect the resulting animal quality or quantity. The actual trapping of the animals (not [[vermin]]) has no beneficial skill.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Food_guide&amp;diff=279864</id>
		<title>Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Food_guide&amp;diff=279864"/>
		<updated>2022-12-26T09:37:18Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: Updated lots of information from the previous 40d version. See 40d version for change log.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
''Few'': Not required but recommended&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
* '''Trapper''' in terms of food, this skill only improves the quality of the traps produced.&lt;br /&gt;
&lt;br /&gt;
A a butcher and tanner will be required, but since any unskilled dwarf can do that with the only difference in skill being speed, it is fine and it's not very time-consuming. &lt;br /&gt;
&lt;br /&gt;
The trapper skill is required, but like the above the skill level does not effect the resulting animal quality or quantity. The actual trapping of the animals (not [[vermin]]) has no beneficial skill.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=279863</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=279863"/>
		<updated>2022-12-26T09:36:23Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Account to update Book please, and thank you! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migrated citations ==&lt;br /&gt;
&lt;br /&gt;
As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
&lt;br /&gt;
I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lost password request ==&lt;br /&gt;
&lt;br /&gt;
I've forgotten my password. User: Bumber&lt;br /&gt;
&lt;br /&gt;
:You don't seem to have an email address associated with your account. I sent a message to Bumber on the forums, assuming that's you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 30 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.42.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;amp;diff=222917&amp;amp;oldid=222913 new critters in v0.42.05]. It would also be nice if your bot could auto-create the new creature pages so we don't end up with [[back bear man]] and the like.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:05, 2 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quietust updated the extension, but I'm having trouble deploying the changes for some reason (which Emily can hopefully figure out). I don't know if I'll have enough time this/next week to write a script to create the new creature pages - if not, Quietust might have something still laying around from 0.34/0.40. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 6 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page move reminder ==&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Box]] to [[DF2014:Container]] please. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 23:01, 7 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. It took me a second to figure out what the issue was - I'm surprised Mediawiki wouldn't let you move a page over another one that was just a redirect. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 10 July 2016 (UTC)&lt;br /&gt;
::Thanks! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:50, 11 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.43.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the changes through v0.43.05.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 2 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:43, 22 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
Discussion here: [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Solution_for_this]] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 10:49, 21 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vandalism ==&lt;br /&gt;
&lt;br /&gt;
We had an attack on August 3rd. [[Talk:Main Page (fix plz)]] ‎needs moved back to Talk:Main Page, and the rest of [http://dwarffortresswiki.org/index.php/Special:Contributions/Etihand the vandal's handiwork] can just be deleted. I can't think of any legitimate reason a user would need to move Talk:Main Page, so it should probably be move-locked to prevent future hijacks.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:53, 7 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It should be cleaned up now. Sorry for the delay there. [[Main Page]] was already move-protected, but apparently that didn't apply to the talk page, so both should be move-protected now too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:29, 8 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sorry, I need a password reset ==&lt;br /&gt;
&lt;br /&gt;
I just logged in, saw the post about passwords needing to be changed. (Feeling all smart since I just setup a password manager) I updated my password, only to realize I didn't save the new password correctly in the manager. I tried to reset it but the wiki had a note saying to contact you since it can't do outbound email right now.&lt;br /&gt;
&lt;br /&gt;
My user name is [[Frobnic8]]. &lt;br /&gt;
&lt;br /&gt;
My most notable contribution here are the PDF versions of the old Bronzemurder illustration by Tim Denee: [[Bronzemurder]]&lt;br /&gt;
&lt;br /&gt;
The files are still hosted at my website. To prove it's me, I've also left you a note at http://eldritch.org/erskin/temp/df_wiki.txt&lt;br /&gt;
&lt;br /&gt;
Sorry for the hassle, but if you could set me a temporary password or send me a link to a password reset to the associated email address for the account, that'd be awesome.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/70.163.4.102|70.163.4.102]] 15:40, 30 October 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks! --[[User:Frobnic8|Frobnic8]] ([[User talk:Frobnic8|talk]]) 02:51, 1 November 2017 (UTC)&lt;br /&gt;
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== Password reset ==&lt;br /&gt;
&lt;br /&gt;
I could have sworn I did this already, but now there's no sign of my edit here. Dunno what happened to it. Can I please get a password reset for user Urist McDorf. I believe the email info associated is still good (j*y@y*m). Thanks. [[Special:Contributions/108.49.199.220|108.49.199.220]] 06:56, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Totally failed to make an account ==&lt;br /&gt;
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Really think I did everything right.&lt;br /&gt;
&lt;br /&gt;
The Captcha app you are using says it &amp;quot;shutdown&amp;quot; on 3-31-2018 so i'm wondering if that's the issue. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.201.251.142|216.201.251.142]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yeah, we know about it. Emi and Briess are working on some upgrades, and we'll try to upgrade the captcha once it's done. In the meantime, you can PM me on the forums (or email me at gmail.com) and I think I can set up an account for you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:41, 13 April 2018 (UTC)&lt;br /&gt;
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== Chemist Page Quality Rating ==&lt;br /&gt;
&lt;br /&gt;
The quality rating of the [[chemist]] page is listed as *Superior*, despite being a stub. I can't even decrease the quality down to +Fine+ using the rating script.&lt;br /&gt;
I added the memory attribute as stated by Toady's recent FotF reply, and I'll insert the relevant [[topics]] for the skill, but there's probably a lot more work to be done.&lt;br /&gt;
--[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 06:39, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;override&amp;quot; link [http://dwarffortresswiki.org/index.php?title=DF2014:Chemist&amp;amp;action=history worked for me]. You have to click on the rating at the top that you want to select, then submit. The calculated score is unreliable, to say the least. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I couldn't figure out how the override worked and just assumed it was an admin thing. Didn't realize you had to click one of the quality options at the top. &amp;amp;mdash;[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 22:18, 3 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [Proposition] - Wiki preview popups ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
I've read quite a bit of wikipedia these last few days (the real wikipedia website), and I've come to use their preview feature quite a few times.&lt;br /&gt;
In case you don't know, the preview is a little JS pop-up that shows an image and some text when you hover a link.&lt;br /&gt;
So, you get a rough idea of what the thing is, and you don't have to load the full page (you can still if you click the link).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feature is not in DF wiki, and I was thinking maybe it could be, as it greatly increase readability (since you don't have to open a new page, read the first few lines, go back, and waste time figuring out where you were; for every topic you're unaware of).&lt;br /&gt;
&lt;br /&gt;
I'm not sure whether I should ask you, or Briess or anyone, but since you've made quite some wiki Extensions, I'll ask anyway.&lt;br /&gt;
&lt;br /&gt;
So, do you think it could be a viable idea to turn this feature on ?&lt;br /&gt;
&lt;br /&gt;
Here's a mediawiki tutorial on how to set this up, just in case :&lt;br /&gt;
[https://www.mediawiki.org/wiki/Extension:Popups]&lt;br /&gt;
&lt;br /&gt;
Cheers ! =D&lt;br /&gt;
- Spriggans&lt;br /&gt;
Aug, 17 2018&lt;br /&gt;
&lt;br /&gt;
:It does sound useful, but it claims to require MediaWiki 1.25+, so it'll probably have to wait until we finish upgrading. There are instructions for 1.24 or earlier in the article, though - I'm not sure how far back &amp;quot;or earlier&amp;quot; includes. The two extensions it depends on, TextExtracts and PageImages, require 1.23+ and 1.25+ respectively, so it's unlikely that it'll work on our current (pre-upgrade) setup. &lt;br /&gt;
:(I am a good person to ask, by the way, and &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; is probably a more convenient way to sign comments.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:14, 17 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aesthetically Pleasing Things ==&lt;br /&gt;
&lt;br /&gt;
I know I posted this before but... do I have your permission to spice up some of the templates of tables? I could make some look better and &amp;quot;cleaner&amp;quot; than they do now. Also, are there any plans to change the default look of the wiki? I don't mean this in a nasty way, white with black text is pretty... generic. - [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:20, 4 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Auto-Welcome ==&lt;br /&gt;
&lt;br /&gt;
It looks like your bot is automatically welcoming editors. Unfortunately, due to the nature of rotating IP addresses, it appears your bot has [//www.dwarffortresswiki.org/index.php/Special:Contributions/LethosorBot welcomed one anonymous user] 7 times in the last 5 days. Perhaps it would be best to restrict auto-welcoming to non-IP users?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:55, 16 June 2019 (UTC)&lt;br /&gt;
:Yeah, that's the AutoWelcomeUser extension (just set up to attribute edits to my bot). I definitely agree that it should be changed, and I'll look into it. Fun fact: this was enabled on the old wiki, but I had written it for a ''slightly'' newer Mediawiki version, so I had forgotten about it since it didn't actually work until we upgraded. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 16 June 2019 (UTC)&lt;br /&gt;
:I think this is fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:57, 18 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On &amp;quot;Acceptable&amp;quot; Commas ==&lt;br /&gt;
&lt;br /&gt;
Regarding [//www.dwarffortresswiki.org/index.php?title=DF2014:World_generation&amp;amp;curid=32663&amp;amp;diff=245045&amp;amp;oldid=245044 this edit]:&lt;br /&gt;
&lt;br /&gt;
Per the [//en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] (referenced as [[Dwarf_Fortress_Wiki:Community_Portal#S|Rule S]]): &amp;quot;Where more than one style is acceptable under MoS, editors should not change an article from one of those styles to another without a good reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, while that comma is indeed &amp;quot;acceptable&amp;quot; (or optional), editing to add that optional comma is not. I intentionally did not put a comma there when I added that sentence, and I believe my punctuational preference is at least as valid as ‎Silverwing235's.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:12, 17 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not convinced that comma is optional, but I didn't realize you had added that sentence (I thought it was part of the original quote from Toady before your changes, so I was mistakenly applying rule S there as well). Apologies, and it's your call as to what to do there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:21, 17 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embark points ==&lt;br /&gt;
&lt;br /&gt;
There's no page explaining embark points in-depth; can I make such a page? Or at least add it to the embark page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:39, 21 June 2019 (UTC)&lt;br /&gt;
: I'd add it to the embark page since I'm not sure it warrants a separate page unless it's a ''lot'' of detail (i.e. more than the current embark page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 21 June 2019 (UTC)&lt;br /&gt;
:: With what I have planned, there's a ton of things I can go over which can fill a page. I can make a &amp;quot;workbench&amp;quot;/fake page and you can tell me if it's worthy or not. Also, is it possible to put things in &amp;quot;collapsable/expandable&amp;quot; tables to not badly stretch out pages? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:14, 22 June 2019 (UTC)&lt;br /&gt;
:: Sorry, one more thing. You know the &amp;quot;Urist likes [something] for their [something].&amp;quot;? Are these made up on the spot or is that info taken directly from somewhere? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:59, 22 June 2019 (UTC)&lt;br /&gt;
::: I'm not sure how much detail you can go into about just embark points, but sure, feel free to make a test page if you like and I can provide some input. I wouldn't put things in collapsible tables just because of page length, because pretty much no other page does that (except for some things that aren't really part of the content of a page, like nav boxes and raws). If you're referring to things like &amp;quot;Urist likes [creature]&amp;quot; from pages like [[DF2014:Cat]], those are generated from the raws. I'm not sure if that appears on any other types of pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:30, 23 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creature font==&lt;br /&gt;
Are you alright if I change the font of the letters in the creature list? Sorry to say this but that font is kinda ugly. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:40, 29 June 2019 (UTC)&lt;br /&gt;
:Are you talking about [[DF2014:Creature]] or something else? I personally think that page looks fine, but what does it look like on your end? It might be some cross-browser issue that we can try to sort out. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:56, 29 June 2019 (UTC)&lt;br /&gt;
::Yes I do mean that DF2014:Creature page. The font of the letters that resemble the creatures are this ugly &amp;quot;Times New Roman&amp;quot;-esque font that looks like an eyesore to me. It could be a much smoother looking font. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:55, 1 July 2019 (UTC)&lt;br /&gt;
:::I noticed the font looks ugly on Firefox and Edge but not in the Tor Browser. So yeah, there's a weird browser thing going on and I don't know how to fix things for specific browsers on wiki's... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:45, 1 July 2019 (UTC)&lt;br /&gt;
::::I'm guessing you don't have the &amp;quot;Century&amp;quot; font installed, or accessible in those browsers for some reason. For reference, [https://i.imgur.com/wD6QMoG.png here] is what it looks like for me, definitely not Times. I'll see if it can be standardized. Does {{Raw Tile|c|6:0}} look ok to you? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:33, 1 July 2019 (UTC)&lt;br /&gt;
:::::At some point in the possibly-recent past, those letters looked the same for me as it did you, but one day it just changed to the uglier font. Also, it's impossible to use the &amp;quot;Upload newer version of this file&amp;quot; function, as that always gives weird errors: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Could not read or write file &amp;quot;mwstore://local-backend/local-public/6/6c/Biome_evil.png&amp;quot; due to insufficient permissions or missing directories/containers.&amp;lt;/span&amp;gt; I'm assuming I don't have access to do that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:07, 2 July 2019 (UTC)&lt;br /&gt;
::::::I figured out the setting that controlled the font, it's the &amp;quot;Allow pages to choose their own fonts, instead of your selections above&amp;quot; choice, but turning this option off can spoil the fonts everywhere else on other sites. There's something about (my) Firefox that's not recognizing the Century font, even though I have it. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:36, 2 July 2019 (UTC)&lt;br /&gt;
:::::::Yeah, not sure it's worth working around browser settings. Does the {{Raw Tile|c|6:0}} from above look ok to you or the same as the one on the creatures page? Also, that error is definitely not intentional; I'll look into it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:57, 2 July 2019 (UTC)&lt;br /&gt;
::::::::The C there looks alright. Creature tile lists on other pages look fine as it's using the &amp;quot;Tile&amp;quot; template, so maybe something's wrong with the template being used in the creature page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:55, 3 July 2019 (UTC)&lt;br /&gt;
:::::::::It's a custom template being used for those tables that specifies the font itself. I changed the font to fall back to the ones that {{tl|Tile}} uses. Does it look ok now? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:56, 3 July 2019 (UTC)&lt;br /&gt;
::::::::::It does not. But when I use a different computer, it's fine there (still on Firefox). Yeah, I can't figure this out. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:54, 4 July 2019 (UTC)&lt;br /&gt;
{{od|10}}&lt;br /&gt;
I've cleared the cache on the server side (I don't remember if I did that before). If that still doesn't help, maybe clearing your browser's cache would help? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:29, 4 July 2019 (UTC)&lt;br /&gt;
::Well, I cleared 1GB worth of data, but that didn't fix the issue? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:14, 5 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BREAKING NEWS ==&lt;br /&gt;
&lt;br /&gt;
Here comes Supernerd... the coolest and greatest editor ever on [[Dwarf Fortress Wiki]]. --[[User:Supernerd|Supernerd]] ([[User talk:Supernerd|talk]]) 10:47, 12 September 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal to translate the Wiki into Spanish ==&lt;br /&gt;
&lt;br /&gt;
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Good I am an expert player in the game and I would like to translate the wiki to help the Spanish community in this great game.&lt;br /&gt;
Should I translate it as I could?. &lt;br /&gt;
Here's my email for the answer: cheekonobreeko@gmail.com&lt;br /&gt;
&lt;br /&gt;
== Just signal boosting on someone else's behalf... ==&lt;br /&gt;
&lt;br /&gt;
...apparently a researcher with [http://www.bay12forums.com/smf/index.php?topic=174850.0 research] on [[book]]s got themselves [http://www.bay12forums.com/smf/index.php?topic=175133.0 locked out of the lab]. Any support for this?  &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:02, 7 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor server-side issues... ==&lt;br /&gt;
&lt;br /&gt;
1. Broken(404) HTML links [[Quotes|here]].&lt;br /&gt;
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2. Creature [[Giant earthworm|variation]] needs to be added [[Worm|here]]. &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:09, 21 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:These aren't server-side issues - they can be fixed by editing the pages. In the first case, the forums moved from bay12games.com/forums to bay12forums.com/smf (I'm not sure when that happened, or if there used to be a redirect, but I would recommend {{tl|cite forum}} to make them future-proof). The second issue you pointed out happens when creature variations don't follow the typical naming pattern, but you can override the variations that the templates display. See [[blue jay]], [[bluejay man]], and [[giant bluejay]] for examples, and feel free to let me know if you have any questions about those templates. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:30, 22 December 2019 (UTC)&lt;br /&gt;
:Update: looks like there's also {{tl|forum link}} if you prefer to keep the text that the links currently use (for #1). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:33, 22 December 2019 (UTC)&lt;br /&gt;
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== can't login... user:garrieirons ==&lt;br /&gt;
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yeah I tried all the things and posted on the forum.&lt;br /&gt;
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any advice on how to get a password reset?&lt;br /&gt;
&lt;br /&gt;
https://dwarffortresswiki.org/index.php/User:GarrieIrons&lt;br /&gt;
&lt;br /&gt;
Sorry if you're not an admin.&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Garrie&lt;br /&gt;
&lt;br /&gt;
Symptom:&lt;br /&gt;
When I click the reset password link, and enter my user name (GarrieIrons) it tells me:&lt;br /&gt;
	'''A password reset email has already been sent, within the last 24 hours. To prevent abuse, only one password reset email will be sent per 24 hours.'''&lt;br /&gt;
&lt;br /&gt;
Cheers again.&lt;br /&gt;
G&lt;br /&gt;
&lt;br /&gt;
:Ok, so it sounds like you already requested a password reset - did you get an email? It should have come from do-not-reply@dwarffortresswiki.org (make sure it didn't get sent to your spam folder). If you don't have access to the email address you registered with anymore, I can try to reset it some other way. Also, where did you post on the forums? I didn't see anything from you on the wiki board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:36, 16 February 2020 (UTC)&lt;br /&gt;
::To be clear, every password reset has resulted in the message above, but, no email. Can you tell me is it going to a hotmail, or a gmail address? If not, I'm stumped and I'll start a different account? &lt;br /&gt;
::Also...ok I looked at threads I guess. I coulda sworn at some time in the past I asked about this on the forum but I'm not finding it (only the thread I thought I responded to).&lt;br /&gt;
::G&lt;br /&gt;
:::OK I found a PM thread on the forum, from ages ago, referring me to you...but I'd never followed up... 🤦‍♂️ &lt;br /&gt;
:::G.&lt;br /&gt;
:::Looks like your username at hotmail.com - do you still have access to that? I just sent you a test email from the wiki, so let me know if that goes through. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:24, 18 February 2020 (UTC)&lt;br /&gt;
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== Weirdness ensues... ==&lt;br /&gt;
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...Alright, maybe not, but then again...&lt;br /&gt;
[[Interaction_examples|this page]] is fine in Search, but spews redlinkery when linked to as if Ebola-infected - very puzzling. &lt;br /&gt;
---[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:16, 7 March 2020 (UTC) EDIT: And the mystery deepens, because apparently one has to be [[DF2014:Interaction_examples|very specific]] about phrasing...downright incantational,really...in order to get a clear result with this.&lt;br /&gt;
&lt;br /&gt;
:If you're in a versioned namespace (like DF2014), links will be within that namespace by default; otherwise, they will use the main namespace. Looks like a [https://dwarffortresswiki.org/index.php?title=Interaction_examples&amp;amp;action=history redirect was created] in this case and both of those links seem to work now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:56, 12 March 2020 (UTC)&lt;br /&gt;
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== Obok Meatgod ==&lt;br /&gt;
&lt;br /&gt;
Hey Lethesor, thanks for all the work you do for DFhack. I have a favour to ask. I was using the &amp;quot;random page&amp;quot; feature and I stumbled upon [[Obok Meatgod|this article]]. The article is about an adventure mode game from the Bay12 forums where some dude modded genitals into his game so he could [do some really vile stuff]. I don't mean to bug ''you'' about it, but I'm getting an internal error when I try to start a talk page on the article. Basically, can you delete this article? I'm all for some good shock humour, and I know DF stories can get pretty brutal, but this doesn't really seem like it's supposed to be funny. The forum page it links back to just reads like some edge-lord's fanfic power fantasy. Maybe I'm mistaken and this ''is'' relevant to DF, but if not, mind doing me a favour and just purging it from the wiki?&lt;br /&gt;
--[[Special:Contributions/130.211.1.83|130.211.1.83]] 00:33, 2 April 2020 (UTC) Jon&lt;br /&gt;
:I did a bit of research - given that it was deleted from Bay12 and DFFD, I think I'll follow suit and delete it from here too. (It's not permanent here - an admin could always get it back.) Thanks for bringing it to my attention. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 2 April 2020 (UTC)&lt;br /&gt;
::Thanks Lethesor! [[Special:Contributions/35.191.8.35|35.191.8.35]] 17:07, 2 April 2020 (UTC) Jon&lt;br /&gt;
&lt;br /&gt;
== Regarding a certain subst tag: ==&lt;br /&gt;
&lt;br /&gt;
(Stop me if I miss anything, please.)&lt;br /&gt;
&lt;br /&gt;
IIRC, its a since-deprecated holdover of some kind of Wikipedian affiliation, that is pretty much purge-on-sight when found in art licensing around here. The important question is, how to proceed, if at all, when evidence is discovered of apparent holdouts of that sort [https://dwarffortresswiki.org/index.php?search=subst%3A&amp;amp;title=Special%3ASearch&amp;amp;go=Go further afield], outside the verified-for-deletion parameters?  [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:45, 4 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suggest [https://www.mediawiki.org/wiki/Help:Substitution MediaWiki's documentation] for information on what subst does. It's not specifically something that came from Wikipedia. One caveat is that if the template being substituted didn't exist when the page was saved, the subst: won't get replaced until you save the page again. However, in this case, it looks like I [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=prev&amp;amp;oldid=249061 removed] the subst: part from where these templates were being used, so yes, on image pages, removing the &amp;quot;subst: prefix is fine.&lt;br /&gt;
:From the search results you linked, a lot of the subst occurrences appear to be in [https://meta.wikimedia.org/wiki/Help:Wikitext_examples#HTML_tags HTML comments], so they won't get substituted when the page is saved. They also won't be displayed to readers, though. I suspect that's either stuff left over from version migrations or moving things to templates. I wouldn't put too much effort into dealing with those, unless you find something on a current-version page (in which case I'd say move things out of the comment if they're relevant or delete them if they're obsolete). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:06, 6 April 2020 (UTC)&lt;br /&gt;
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== Lost password/email request ==&lt;br /&gt;
&lt;br /&gt;
User: DDR&lt;br /&gt;
I've lost the email and password I apparently used to set up my account on this wiki, over a decade ago.&lt;br /&gt;
&lt;br /&gt;
I'm [http://www.bay12forums.com/smf/index.php?action=profile;u=20574 DDR on the forum], which I still have my login for… and the mantis bugtracker, and DFFD.&lt;br /&gt;
&lt;br /&gt;
Thank you. Sorry for the trouble.&lt;br /&gt;
&lt;br /&gt;
:Sent a PM on the forums. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:21, 28 January 2021 (UTC)&lt;br /&gt;
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== Further comment ==&lt;br /&gt;
&lt;br /&gt;
It's hard to continue to [[wikipedia:WP:AGF|assume good faith]] in [https://dwarffortresswiki.org/index.php?title=User_talk%3ASilverwing235&amp;amp;type=revision&amp;amp;diff=256707&amp;amp;oldid=256705 this case], when the user in question tries to bury discussion of their behavior. Obviously that tactic isn't very effective, but it's a far cry from the openness and transparency required for the wiki to function as a collaborative project. Anyway, I firmly believe in [[wikipedia:WP:AAGF|WP:AAGF]] as a part of [[wikipedia:WP:CIVIL|WP:CIVIL]], which is part of the point I tried to raise in that discussion (which was then ''erased''). I'm linking these policies not because I think you're unfamiliar, but because I want to be clear on where I'm coming from. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 17:48, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We don't have many of our own policies on things like this, but I'll take a look at the ones you linked since I'm not very familiar with them, particularly AAGF. It occurs to me that some of my comments may have come across as not following AAGF, and I apologize for that - I was (and still am) trying to follow AGF on my end, but it is challenging in this situation. I didn't intend to imply that you were not.&amp;lt;br&amp;gt;As for the talk page edits, [[wikipedia:WP:OWNTALK|WP:OWNTALK]] seems to match my thoughts on the matter. Silverwing235's comment appears (to me) to be a more explicit acknowledgement of the criticism you raised, rather than an implicit acknowledgement by just removing your comment. I think your criticism was understood, in any case.&amp;lt;br&amp;gt;(I do plan to respond to the AIV discussion, but am not sure how best to do that yet. In any case, I appreciate your concern for the wiki, and would like to find a solution that's acceptable to everyone involved.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:30, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::A few phrases in my comments below are bolded—it's really just to emphasize structure, not to alter tone.'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 22:39, 15 February 2021 (UTC)&lt;br /&gt;
::---&lt;br /&gt;
::I actually wasn't talking about you when I referred to AAGF and my comment (and its erasure). I meant that Silverwing235 has—on this occasion and others—assumed that other editors are ''not engaging'' in good faith, and also that they are ''not assuming'' good faith (as when Silverwing235 referred to me as a “saboteur”); and that Silverwing235's own actions (''immediate'' removal of comments in ongoing discussions from their talk page—I believe this argument stands irrespective of [[wikipedia:OWNTALK|OWNTALK]]) make it hard to ''continue'' to assume good faith on their part.&lt;br /&gt;
::And, related to that: I have a hard time parsing many of Silverwing235's comments throughout. They're often vague and overcooked to the point of obscurity. There's very little there—even after the comment removal—that acknowledges the existence of a dispute over either past or ongoing behaviors, let alone the need for specific behaviors to change (let alone ''why'' those behaviors are wrong, or ''how'' those behaviors should change). Where there ''is'', there is also language implying that the issue is really with ''other'' editors and ''their'' disagreement—as if other editors are wrong to raise an issue in the first place. But as Silverwing235's edit summaries (and, incidentally, User+Talk comments) have repeatedly implied, they edit things to suit their personal tastes, ''not'' necessarily to correct mistakes (which they sometimes ''assert'' they are doing, but as has been seen, they frequently are not).&lt;br /&gt;
::---&lt;br /&gt;
::Another example of the general problem raised in AIV popped up yesterday: while reviewing a substantial [https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;curid=31137&amp;amp;diff=256715&amp;amp;oldid=247968 IP edit] (which, to me, looked good), I noticed that the edits immediately prior to it were Silverwing235's, made in late 2019 (soon after their dispute with Loci had ended in Loci's departure). And I quickly saw that [https://dwarffortresswiki.org/index.php?title=DF2014%3AClimate&amp;amp;type=revision&amp;amp;diff=247966&amp;amp;oldid=247965 this edit] was again, apparently, a “stylistic” change which Silverwing235 may honestly have believed necessary (for their own reasons), but which was [https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;diff=prev&amp;amp;oldid=256717 actually erroneous]. This sort of edit is partially why I cited IDHT and CIR (which, ''together'', are relevant here, I think) in the [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;amp;oldid=256704 AIV discussion].&lt;br /&gt;
::And although I can understand why Voliol might have gotten the contrary impression in the AIV discussion, I'm not advocating a high bar for entry, here. I'm saying that if '''an editor has been told to avoid imposing their own judgment where they cannot articulate a rationale''' (such as when deciding whether [https://dwarffortresswiki.org/index.php/User_talk:Silverwing235#Disruptive_Editing commas] need to be inserted before every occurence of [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256609 “if”] and “as”; whether a pair of parentheses should be [https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;amp;diff=prev&amp;amp;oldid=256503 replaced] with an approximation to [https://en.wikipedia.org/wiki/Dash#Em_dash some other punctuation]; whether “he” and “she” should be [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256638 replaced], or [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256641 eliminated], or simply [https://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&amp;amp;diff=247445&amp;amp;oldid=247317 left alone] where they already occur; or whether [https://dwarffortresswiki.org/index.php?title=DF2014:Fairy&amp;amp;diff=prev&amp;amp;oldid=256548 miscellaneous comments oblique to the rest of an article] are necessary or even appropriate), as Silverwing235 has, '''but they continue to do so''', then that presents a problem related to both judgment and behavior (hence IDHT, tangential to CIR).&lt;br /&gt;
::---&lt;br /&gt;
::Now, I hate to have these two discussions at the same time, but at this point, it would be counterproductive to fork it, so: I see that Silverwing235 has actually objected to the ''whole AIV discussion'' on the basis that they do not believe DE constitutes vandalism (which obviously it does not, in general). But as I acknowledged in my first contribution there, the prior AIV thread seemed to be the most appropriate place to make my comments due to the discussion which showed this user has faced similar criticism before. And, as I mentioned both above and in AIV, there is a pattern of civility issues which existed at least as early as that AIV thread. In particular, their [https://dwarffortresswiki.org/index.php/User_talk:Loci#Discussion_in.2C_supposedly.2C_proper_context... responses] to criticism from Loci and in this case have been a mixture of aggressive and [[wikipedia:WP:INDCRIT|passive-aggressive]]. And again, it's hard to assume good faith when critical comments are removed ''immediately'' and without either '''a discussion''' or a '''clear''' and '''substantial''' '''acknowledgment''' that those comments referred to an ongoing pattern of behavior that must change (change ''what'', change ''how'', change ''why''). I.e., yes, users control their own talk pages, but that doesn't prevent their changes from being interpreted one way or another; and in this case, it's hard not to interpret Silverwing235's changes as ''avoiding the issue''. I understand their stated desire to avoid content which [[wikipedia:WP:MASTODON|affects them emotionally]], but this is about conduct as much as it is about content.&lt;br /&gt;
::---&lt;br /&gt;
::The only reason I've raised this is to avoid continued unease. I don't like writing about disputes, and I prefer to think of the wiki community as inclusive rather than exclusive. But again, it's harder to want to edit if this behavior—not just from Silverwing235, but from ''any'' editor—is unconstrained except by laborious trial and error (a huge time ''and energy'' suck, when you consider putting up with breaks from CIVIL). And I'm not alone in this (which I mention only to emphasize that this is not personal—and I'm ''not'' invoking a silent majority, whether one exists or not, and ultimately, it's not just about this one editor).&lt;br /&gt;
::---&lt;br /&gt;
::In any case, I appreciate your participation in the matter and in conveying suggestions about specific edits to this editor.&lt;br /&gt;
::'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 22:39, 15 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Point one: Yes, the notion about 'a more explicit acknowledgement' was accurate. A personal policy that I came up with re my talk page: 'If it would cause me significant emotional distress, either immediately or at any time during a review of the content, (aka: 'Nope, not having ''that'' around, causing trouble') it gets removed. If, IMHO, the removal itself would raise questions (as it appears to have done in this case) it will at least get a hopefully emotionally-neutral summary and acknowledgement of the thing that caused my upset to begin with. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:27, 15 February 2021 (UTC)&lt;br /&gt;
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== Redirect ==&lt;br /&gt;
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Hello. I noticed in the recent changes you reverted the edit on [[Textile Industry]], and I realized that my edit on [[Expedition Leader]] falls in the same category. The problem is that, as long as they exist, those pages will always appear on autocomplete, and they won't redirect properly if left as is. So I propose that until a decision is made for them to be deleted, that they be allowed to redirect properly to not confuse people who find them through autocomplete, like me. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 20:51, 15 February 2021 (UTC)&lt;br /&gt;
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:The underlying cause here is a Mediawiki bug with double redirects, discussed in detail at [[DF:REDIR]]'s talk page. Making ''any'' sort of edit to the first page in the chain will fix broken double redirects, so even though I reverted your edit, [[Textile Industry]] redirects correctly now, even from the search bar.&amp;lt;br&amp;gt;The other important point is that you need to use &amp;quot;cv&amp;quot; for the namespace in redirect targets - hardcoding a specific version like &amp;quot;DF2014&amp;quot; will have the wrong behavior when we add a new namespace. In this case, I have deleted the page you edited, since [[Expedition leader]] (lowercase L) already exists and turns up in search results (and follows [[DF:Rule N]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:16, 15 February 2021 (UTC)&lt;br /&gt;
::Very well. Thank you for your time. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:22, 15 February 2021 (UTC)&lt;br /&gt;
:::I should clarify: you're welcome to fix redirects like this that you notice, as long as you use &amp;quot;cv&amp;quot; (and there's a reminder that appears above the edit box when editing pages in the main namespace, in case that's useful). If you notice redirects whose only difference is capitalization, feel free to tag them for deletion with {{tl|delete}} and I can handle them. It occurs to me now that [[Textile Industry]] is another example of that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:26, 15 February 2021 (UTC)&lt;br /&gt;
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== Drastic error in judgement ensues.. ==&lt;br /&gt;
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Derped by starting [https://dwarffortresswiki.org/index.php/DF2014_Talk:Block this up], in a way it turned out I rather shouldn't have - mind cleaning up? Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:43, 22 February 2021 (UTC)&lt;br /&gt;
:I'm not sure - what are you asking me to do? I'm hesitant to remove a discussion entirely, but if it's redundant to one on another talk page, I suppose I could archive it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:24, 23 February 2021 (UTC)&lt;br /&gt;
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...Yeah, archival was what I meant - one is always slightly frazzled when caught prepping to sign off for the night. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:49, 23 February 2021 (UTC)&lt;br /&gt;
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== Random/cv ==&lt;br /&gt;
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Not that I want more clutter, but what do you think about putting a [[Special:Random/cv]] link in the sidebar? '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 16:24, 23 February 2021 (UTC)&lt;br /&gt;
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:Do you always want that there, or just in the current version's namespace? For reference, there are custom links added in some namespaces already, like [[Special:Random/Masterwork]] on [[Masterwork:Orc]], so a fourth &amp;quot;random&amp;quot; link on that sidebar could add some clutter. I would lean towards doing this just for versioned pages, but I'm not sure what you think is best. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:55, 26 February 2021 (UTC)&lt;br /&gt;
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::I don't know. As I said, I'm also not interested in more clutter. Personally, I've frequently been using a bookmark to random/cv just to get a sense of what's on the wiki these days (since I've been “away”/uninvolved). Obviously I don't think that's a good reason for the wiki to change anything, though.&amp;lt;br /&amp;gt;When I wrote this on your talk page, my thinking was this: if I'm a new player (or a former one), and I want to know ''what there is'' in this huge game that I don't already know everything about, maybe I'll go to the wiki and click &amp;quot;random page&amp;quot; a few times to satisfy my curiosity. I can always click it again if I end up on something in the Masterwork: namespace (or, if it's in v0.31 etc., just click the link in the Av template). But I'll have to do that ''most'' of the time, since articles in non-cv namespaces outnumber articles in cv. (Right?)&amp;lt;br /&amp;gt;I.e., I think my suggestion is only really relevant (at least from the point-of-view of my reasons for bringing it up at all) on the landing/main page. I'm ''not'' attached to it enough to say it should go everywhere. If there's no convenient way to exclude it from pages where there are already namespace-specific random links in the sidebar, then I'm not about to suggest anyone should spend their limited time on the planet worrying about it after all.&lt;br /&gt;
::'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 18:54, 26 February 2021 (UTC)&lt;br /&gt;
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:::[https://www.mediawiki.org/wiki/Manual:$wgContentNamespaces This Mediawiki setting] came to mind as a potential easy way to exclude certain namespaces from [[Special:Random]] by default, but unfortunately it also affects some other special pages that we may not want to change. I could probably update our custom sidebar logic (which I believe is in [[mw:common.js]]) but it likely won't be a high priority. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:50, 28 February 2021 (UTC)&lt;br /&gt;
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== Handling &amp;quot;!!science!!&amp;quot;-style additions ==&lt;br /&gt;
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Sorry to repeatedly bring things to you—I don't really know who does what here now, or if there's a discussion board somewhere this belongs on (other than the talk page for just one of the related articles). Could you take a look at [[DF2014_Talk:Stress#SalfordSal_and_0.47.05|this discussion]]?&amp;lt;br /&amp;gt;As I mention there, there are a couple of other edits by that IP user at around the same time that (at a glance) look like they are probably similar. In the case of [[stress]], at least, the content of the article prior to the additions is now buried under a single user's experimental results for a game version one year out-of-date.&lt;br /&gt;
'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 18:36, 26 February 2021 (UTC)&lt;br /&gt;
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:I left a comment on the article's talk page. The timing seemed to line up with [http://www.bay12forums.com/smf/index.php?topic=175214.msg8252465#msg8252465] closely enough that I also left a comment there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:25, 28 February 2021 (UTC)&lt;br /&gt;
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== A minor but rather elegant Gordian Knot of an error... ==&lt;br /&gt;
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Is there any chance of fixing an [https://dwarffortresswiki.org/index.php?title=DF2014:Noise&amp;amp;curid=31900&amp;amp;diff=257273&amp;amp;oldid=250713| accidental red link] in the diff explanation, created when attempting to directly cite the reason's source, of an anonymous comment on the article's talk page, by citing the page instead of (obviously) the comment? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:06, 3 March 2021 (UTC)&lt;br /&gt;
:Edit summaries can't be changed, unfortunately. In case you were unaware, they can be previewed when you click the &amp;quot;Show preview&amp;quot; button (alternatively, just mentioning &amp;quot;the talk page&amp;quot; for something like this would be fine too). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:12, 3 March 2021 (UTC)&lt;br /&gt;
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== Minor matter afoot.... ==&lt;br /&gt;
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As it happens, I seem to have [https://dwarffortresswiki.org/index.php?title=DF2014:House&amp;amp;oldid=257129| edited myself into a corner] re proper formatting on the Towers of Bologna reference over here. Some help, please?&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:51, 7 August 2021 (UTC)&lt;br /&gt;
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:If you meant the &amp;quot;Towers of Bologna&amp;quot; link, you can use the [https://en.wikipedia.org/wiki/Help:Pipe_trick pipe trick] for that (which I did in [https://dwarffortresswiki.org/index.php?title=DF2014:House&amp;amp;diff=prev&amp;amp;oldid=258665]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:09, 7 August 2021 (UTC)&lt;br /&gt;
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== Technical issues ==&lt;br /&gt;
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Found a bare wire in the wall, somewhat beyond my skill level on account of it leading to, as it were, a broken widget -  (https://dwarffortresswiki.org/index.php?title=DF2014:Orientation&amp;amp;curid=40938&amp;amp;diff=258997&amp;amp;oldid=258309) analysis, if you please? Thanks.&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:51, 6 September 2021 (UTC)&lt;br /&gt;
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== Issue with #rreplace ==&lt;br /&gt;
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Hi Lethosor. I want to bring up a possible MediaWiki Extension-related issue: when there's a lot of #rreplace functions (part of [[mediawikiwiki:Extension:RegexFunctions|RegexFunctions]]) on a page, they start breaking and outputting blank after the first hundred instances. I've experimented with a few different regex patterns and replacements, and this number doesn't seem to change. I currently have an [[User:Doorkeeper/sandbox|example on my sandbox]]. Checking the HTML source shows nothing out of the ordinary on the newpp report.&lt;br /&gt;
&lt;br /&gt;
On the [[creature token]] page, there's more than a hundred {{t|token}}s being used (e.g. {{token|GOOD|c}}); they start linking to the Main Page after a little before section O. This is because {{t|token}} uses #rreplace as a method to remove spaces in the {{{2}}} or 'token type' parameter, so that the #switch function can still match strings in case an editor leaves a space in. However since #rreplace stops working after the first hundred (returns blank), the #switch matching fails and defaults, which is currently set to Main Page (the default page was originally [[Creature]]; it should probably default to a more relevant page). But yeah, noticing misdirecting {{t|token}} links on that page is what led me to #rreplace.&lt;br /&gt;
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Removing #rreplace from the template will fix the issue (it'll lose its space-checking ability, which doesn't seem too big a deal), but I was wondering if it's possible to fix/update #rreplace or RegexFunctions itself, since this seems like a severe limitation. I don't know if #rreplace is used on other templates or if they're used a lot anywhere else on the wiki. It may not even be a problem with the extension. Either way, I thought it would be best to bring up this issue to you (or to another admin reading this). – [[User:Doorkeeper|Doorkeeper]] 05:45, 13 October 2021 (UTC)&lt;br /&gt;
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:It's a deliberate limitation - we have the ``wgRegexFunctionsPerPage`` config variable set to 100 (up from the default of 10). I don't know exactly what performance impact would come from increasing it. Version 2 of the extension seems to have [https://github.com/wikimedia/mediawiki-extensions-RegexFunctions/commit/7b56f126fdb2c88375e77bca9cc7bf55eaefb3af removed all config variables], so maybe it is fine to just upgrade the extension. You can see the old documentation [https://www.mediawiki.org/w/index.php?title=Extension:RegexFunctions&amp;amp;oldid=3676687 here]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 15 October 2021 (UTC)&lt;br /&gt;
:I also see you've made a fair number of changes to the token template. Should [https://dwarffortresswiki.org/index.php?title=Template:Token/guess_type&amp;amp;diff=259366&amp;amp;oldid=259363] be reverted? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 15 October 2021 (UTC)&lt;br /&gt;
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::If regex functions are just parser functions, then wouldn't they still be [[wikipedia:WP:TLIMIT|limited by MediaWiki software]]? This means that a limit will still exist to prevent overloading, just at a much higher cap. I have no knowledge about the other configuration changes though, or if you or someone else had set up the other configs in the past differently that would affect how the templates using regex will work post-upgrade. Is this what you meant by performance? Optionally, if you're still unsure about upgrading, you could raise the limit a little instead. DF2014:Creature token currently exceeds the limit by 51. I think 200-500 is enough to fix things now and later down the line. Most other wikis I've seen that have RegexFunctions still use 1.5.0, so this is probably the better/safer option. I changed my mind about #rreplace and would like for it to remain, however the limitation is still causing issues for the page. The revert did mitigate it somewhat, but [[DF2014:Creature token#NOTHOUGHT|not perfectly]]. – [[User:Doorkeeper|Doorkeeper]] 13:17, 13 December 2021 (UTC)&lt;br /&gt;
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Unrelated, but I'd like to request for [[mediawikiwiki:Snippets/Horizontal lists|horizontal lists]]. This feature allows for [[wikipedia:MOS:HLIST|single-row styled lists]] using wiki markups in tables, templates, etc. A lot wikis including WP use them. I want to redesign [[Template:Navbox]], and hlists would be very useful. – [[User:Doorkeeper|Doorkeeper]] 13:24, 13 December 2021 (UTC)&lt;br /&gt;
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== May want to lock down at least the LNP page to non-registered users... ==&lt;br /&gt;
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....for a while (two weeks, perhaps?) as we have a dumbass about...the kind of [https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;amp;oldid=259549| trollish dumbass] who has been sufficiently irritating to deserve an IP trace and a knife in the face, IMHO. &amp;quot;Can't troll on the internet if you're dead, hey? Yeah, let's see how you deal with that.&amp;quot; kind of thing,&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 20:49, 5 November 2021 (UTC)&lt;br /&gt;
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:Threats of violence are not acceptable. Consider this a warning. People will inevitably vandalize a public wiki; the appropriate course of action is to post to [[DF:AIV]] or alert an admin, as you did. I blocked the IPs in question and protected the page, so hopefully that helps with the immediate issue. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:39, 6 November 2021 (UTC)&lt;br /&gt;
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== Copyright issues... ==&lt;br /&gt;
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...as in, Meph's recent tileset takedown [https://dwarffortresswiki.org/index.php/Dwarf_Fortress_Wiki_talk:Copyrights produced a discussion]. Your contribution may be needed, but particularly, the exact wording of the copyright template needs some adjusting - mind pointing me at it? Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:51, 21 November 2021 (UTC)&lt;br /&gt;
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:Are you referring to the &amp;quot;Text is available under GFDL &amp;amp; MIT&amp;quot; suggestion? It's a rather long discussion, so I'm not sure. If so, that is a [https://www.mediawiki.org/wiki/Help:System_message system message], which can only be edited by admins. You can identify the appropriate message ID by overriding the language code to &amp;quot;qqx&amp;quot; as described in that article. Looks like [[mediawiki:copyright]] to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:41, 25 December 2021 (UTC)&lt;br /&gt;
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Yes, I was of course referring to the system message edit suggestion -  thanks &amp;amp; happy Xmas. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:25, 25 December 2021 (UTC)&lt;br /&gt;
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* Comment: While on topic, you might want to add a caveat excluding the content of games raws used on the wiki from the general copyright. I assume we are using them with Today's blessing, however, I doubt that Toady would wave his rights over their content. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:50, 30 December 2021 (UTC)&lt;br /&gt;
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== Redirects ==&lt;br /&gt;
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Thanks, I was wondering about that, glad you guys have a policy. Also on unrelated topic, would love to hear what you think regarding the [[Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions|terminology in use on skill articles]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:55, 22 December 2021 (UTC)&lt;br /&gt;
:At a high level, I am in favor of standardization. I haven't had much time to look at that discussion in detail. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:38, 25 December 2021 (UTC)&lt;br /&gt;
::Essentially it is a question of standardization. I outlined (1) some discrepancies in the lead of various skill articles, and I believe (2) the terms in the infobox might be misleading, and referred everywhere else differently. Input from more experienced users of this wiki would be appreciated regarding the direction to take.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 26 December 2021 (UTC)&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
Question: How do link from the DF2014 namespace to the main namespace. For example: when I try to link to [[Dwarf Fortress Talk]] from [[DF2014:modding]] it shows broken because it only looks up DF2014 namespace and I don't know how to prefix the mainspace. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:32, 30 December 2021 (UTC)&lt;br /&gt;
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:&amp;quot;Main&amp;quot; as the namespace should work (it's an alias that we've set up). Ex: [[Main:Dwarf Fortress Talk]] or [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:15, 1 January 2022 (UTC)&lt;br /&gt;
:: That works, thank you. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 2 January 2022 (UTC)&lt;br /&gt;
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== Columns-list ==&lt;br /&gt;
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Any objections for adding the a [https://en.wikipedia.org/wiki/Template:Columns-list Columns-list] template to replace large list represented by tables. It's easy to use, easy to adjust option that allows to fit more information horizontally (where possible) using columns and wouldn't break layout like on multi columns tables can, like on some mobile devices. &lt;br /&gt;
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I made an example: [[User:Jan/Columns-list]] for creatures in [[Desert]]. All you need is provide desired column width or number. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:54, 24 December 2021 (UTC)&lt;br /&gt;
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:Seems like a fine approach to me, as long as it's used for tables where we don't anticipate needing more than one column per entry (so I think [[Desert]] is a good use-case). As a plus, it looks like it falls back to a single-column list for browsers that don't support it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:38, 25 December 2021 (UTC)&lt;br /&gt;
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:: Sound good. I created [[Template:Columns-list]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 26 December 2021 (UTC)&lt;br /&gt;
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== Found a script [[User:Lethosor/rater_0.1.js| stuck in its drawer]]... ==&lt;br /&gt;
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...in what might be called the 'Mistakes' subsection, while cleaning up. That is to say, we have a 'Quality ranks in invalid namespaces' situation. What to do?&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:19, 16 January 2022 (UTC)&lt;br /&gt;
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== Spam issues ==&lt;br /&gt;
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For once, what I'd otherwise have to say is available [https://dwarffortresswiki.org/index.php?title=Python&amp;amp;curid=38885&amp;amp;diff=263697&amp;amp;oldid=263696 in the diff desc]. I imagine there's also a Magic redirect that needs some of the same protective treatment. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:32, 21 April 2022 (UTC) &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:32, 21 April 2022 (UTC)&lt;br /&gt;
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:Quietust protected [[Python]]. I protected [[Magic]] just now. I think that's what you meant, but could you please be more clear with your requests in the future? Thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:40, 22 April 2022 (UTC)&lt;br /&gt;
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== Mediawiki:Licenses ==&lt;br /&gt;
This is kind of an awkward thing to ask, but... am I allowed temporary access to edit the Mediawiki:Licenses page? There are a lot of licenses I think should be added, so it's nice and up to date. I'm happy with your decision either way, I just thought you wouldn't want me constantly bothering you for every little thing I think should be added. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:10, 3 July 2022 (UTC)&lt;br /&gt;
:No, it's not something I can grant on a per-page basis, unfortunately. But if you make the edits you want to a user page or sandbox or somewhere else, I'd be happy to copy them in. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:48, 5 July 2022 (UTC)&lt;br /&gt;
::Alright then, here's one for the CC0 license: [[:Template:cc-0]] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:22, 21 July 2022 (UTC)&lt;br /&gt;
:::Here's another: [[:Template:Cc-by-nc-nd-4.0]] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:28, 21 July 2022 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
::::Aaaaand another [[:Template:Cc-by-nd-4.0]] and another [[:Template:Cc-by-sa-4.0]]&lt;br /&gt;
Please also include the title you want. Ideally in the format that page uses. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:43, 21 July 2022 (UTC)&lt;br /&gt;
:::::I thought the titles within those templates were the giveaway, but very well:&lt;br /&gt;
*[[:Template:cc-0]] - Creative Commons Public Domain&lt;br /&gt;
*[[:Template:Cc-by-nc-nd-4.0]] - Creative Commons Attribution Non-Commercial NoDerivatives 4.0 International&lt;br /&gt;
*[[:Template:Cc-by-nd-4.0]] - Creative Commons Attribution-NoDerivatives 4.0 International&lt;br /&gt;
*[[:Template:Cc-by-sa-4.0]] - Creative Commons Attribution-ShareAlike 4.0&lt;br /&gt;
*[[:Template:Cc-a-2.0]] - Creative Commons Attribution 2.0 Generic (give or take the &amp;quot;generic&amp;quot; part)&lt;br /&gt;
*[[:Template:Cc-by-nc-2.5]] - Creative Commons Attribution-NonCommercial 2.5 Generic (give or take the &amp;quot;generic&amp;quot; part)&lt;br /&gt;
*[[:Template:Cc-2.5]] - Creative Commons Attribution 2.5 Generic&lt;br /&gt;
*[[:Template:Cc-2.5-au]] - Creative Commons Attribution 2.5 Australia&lt;br /&gt;
*[[:Template:Cc-by-2.0-uk]] - Creative Commons Attribution 2.0 UK: England &amp;amp; Wales&lt;br /&gt;
*[[:Template:Cc-by-3.0-us]] - Creative Commons Attribution 3.0 United States&lt;br /&gt;
*[[:Template:Stock_photo]] - Stock Photo Image&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;I do not know the license&amp;quot; and &amp;quot;found the image somewhere&amp;quot; templates seem to be broken or missing. Not sure if I should make templates for those or not... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:24, 21 July 2022 (UTC)&lt;br /&gt;
:Ehh, what the hell, I made those two templates anyway. [[:Template:License_unknown]] and [[:Template:Found_image]]. If you need 'em, fine. If not, still fine. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:28, 21 July 2022 (UTC)&lt;br /&gt;
::Here's more&lt;br /&gt;
*[[:Template:public_domain]] - Public Domain&lt;br /&gt;
*[[:Template:Cc-1-uni]] - Creative Commons CC0 1.0 Universal&lt;br /&gt;
&lt;br /&gt;
Sorry for the delay. I have a lot of questions about which section(s) these should go in, etc.. I'm guessing you know the answers to these, so to save us some back-and-forth, could you make the changes you want to [[Dwarf_Fortress_Wiki:Sandbox/licenses]] (a copy) and let me know when they're ready to be copied in? Thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:14, 24 July 2022 (UTC)&lt;br /&gt;
:I made a mockup on my [[User:Zippy/sandbox|sandbox page]]. Note that the top two are marked by with a &amp;quot;(replace)&amp;quot; because I also made a &amp;quot;don't know&amp;quot; and &amp;quot;license unknown&amp;quot; template to replace the ones that seem to be missing/broken, for some reason. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:36, 27 July 2022 (UTC)&lt;br /&gt;
::Yeah... I notice you still haven't added these. Did I set this up wrong? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 05:53, 5 August 2022 (UTC)&lt;br /&gt;
:::Well, it wasn't in a format that I could easily paste in. I had to remove the bold text, remove your parenthetical remarks, and replace &amp;quot; - &amp;quot; with &amp;quot;|&amp;quot;. I think I got it right in [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=266031&amp;amp;oldid=264287]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:26, 30 August 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Watch&amp;quot; Template ==&lt;br /&gt;
&lt;br /&gt;
Sorry to keep bothering you with stuff, but I made a &amp;quot;watch&amp;quot; template on my [[User:Zippy/sandbox|sandbox page]]. It can be used for those ambiguous 50/50 situations where the copyright infringement is possible, but unknown. Do I have your permission to make that template a reality? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:54, 22 July 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it should be more specific, like {{tl|possible copyright issue}} and &amp;quot;the copyright status of this image is unconfirmed&amp;quot;. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:44, 22 July 2022 (UTC)&lt;br /&gt;
::I changed it, but if the template is allowed, you might have to do some CSS changes so that one side isn't a mismatching blue. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:22, 22 July 2022 (UTC)&lt;br /&gt;
:::Take a look at {{tl|ambox/type}} for a list of valid types. Notably, &amp;quot;green&amp;quot; is not valid and falls back to the default, but &amp;quot;style&amp;quot; or &amp;quot;yellow&amp;quot; match pretty closely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:18, 22 July 2022 (UTC)&lt;br /&gt;
::::Fair enough. So.. am I allowed to make the template or..? Not sure how this works. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:47, 22 July 2022 (UTC)&lt;br /&gt;
:::::There are no restrictions on creating templates. That said, I still strongly recommend that you make the template more specific. &amp;quot;watch&amp;quot; is pretty vague for a single-purpose template like this. Can you rename it to {{tl|possible copyright issue}} or something similar? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:21, 23 July 2022 (UTC)&lt;br /&gt;
::::::Done. I even made the respective doc page. ([[:Template:Watch|Actual template]]) -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:02, 23 July 2022 (UTC)&lt;br /&gt;
:::::::Again, it's still named {{tl|watch}}, which I don't recommend (partly since Mediawiki already uses that term for [https://www.mediawiki.org/wiki/Help:Watching_pages something else]), but thanks for the docs. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:05, 23 July 2022 (UTC)&lt;br /&gt;
::::::::Done, but should the &amp;quot;watch&amp;quot; redirect stay so that it's not dissociated with images that already have the template? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:08, 23 July 2022 (UTC)&lt;br /&gt;
:::::::::Yeah, that's a good catch - the redirect should make it easier on us. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:13, 23 July 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for interwiki (inter-language) link to Chinese wiki ==&lt;br /&gt;
&lt;br /&gt;
Sorry for repeated content, but I'm wondering if the message has been captured from talk page of Main Page. So I decide to paste my content here as well. We would be really appreciated if interwiki link pointing to our site is enabled, as ''Dwarf Fortress'' itself has not been fully translated to Chinese ever, and our users might find it more convenient to search by English words on original English wiki, and then they may refer to the translated ones on Chinese wiki. Looking forward to a reply about whether it is possible or not. Thanks!&lt;br /&gt;
&lt;br /&gt;
Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 01:20, 11 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hi - sorry for not replying on the main page. We just recently fixed an issue preventing us from making configuration changes like this, so I hope I can add this soon. Thanks for reaching out! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 11 November 2022 (UTC)&lt;br /&gt;
::Replied on [[Talk:Main Page]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot create new user account ==&lt;br /&gt;
&lt;br /&gt;
I'm thinking I'm doing all right, but the system is always saying: &lt;br /&gt;
&lt;br /&gt;
''There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please resubmit the form.''&lt;br /&gt;
&lt;br /&gt;
at my attempts; I tried also to change email address with no good effect.&lt;br /&gt;
&lt;br /&gt;
Is anything I can do to solve this issue? Thanks --[[Special:Contributions/81.56.3.43|81.56.3.43]] 10:39, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure, sorry. It's working for me and other people: [https://dwarffortresswiki.org/index.php/Special:Log/newusers]. Try clearing your browser's cache, or using another browser. There may be a hidden field to catch spammers, so try avoiding autofill. Also make sure the captcha is working - you could try turning on Javascript if it's off. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:00, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Version number ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about changing the release information version number from: &amp;lt;code&amp;gt;0.50.x&amp;lt;/code&amp;gt; to: &amp;lt;code&amp;gt;50.x&amp;lt;/code&amp;gt;? This [[version number#Example|version numbering]] has been the convention for over two decade, with [[DF2014:Release information|current]] and past articles named so. Note that while posts on steam use the shorthand Tarns release in the game files still use the original convention --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 01:56, 14 December 2022 (UTC)&lt;br /&gt;
:I am sure. It's not just posts - the game itself identifies itself as &amp;quot;50.03&amp;quot; currently. I'm not personally a fan of the change, and I realize it's inconsistent with past versions, but it's what Toady is using now. I do recall seeing &amp;quot;0.50.01&amp;quot; in some .txt files originally, but as of 50.03, nearly all of those occurrences have been updated to &amp;quot;50.01&amp;quot;, so I think it was originally overlooked. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:42, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes to diagram ==&lt;br /&gt;
&lt;br /&gt;
Did something changed with diagram tag? its output all across the wiki seem more colorful than I recall e.g. [https://dwarffortresswiki.org/index.php/DF2014:Trap_design#Crosshair_trapping]. Here is a [https://ibb.co/yPSbcRq screenshot] for reference in case it is something on my end, that pinkish hue is new. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:35, 15 December 2022 (UTC)&lt;br /&gt;
:Hmm, looks normal on Firefox for me, [https://i.imgur.com/aHvPhw4.png screenshot] [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 16:07, 15 December 2022 (UTC)&lt;br /&gt;
:Odd, I cannot reproduce on Firefox or Chrome either (looks the same as [[User:Ziusudra|Ziusudra]]'s screenshot to me). Could you check your Javascript console ({{k|ctrl/cmd|shift|i}}) and see if you have any errors on that page? You can ignore any output from &amp;quot;JQMIGRATE&amp;quot;. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:14, 15 December 2022 (UTC)&lt;br /&gt;
:: Seems like it is something on my end, probably going to be resolved once I can reboot. Thank for checking. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:50, 15 December 2022 (UTC)&lt;br /&gt;
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== Account to update Book please, and thank you! ==&lt;br /&gt;
&lt;br /&gt;
Hello! I was just looking at quires and books in v50, and wanted to confirm that the value bug for books is still present. &lt;br /&gt;
&lt;br /&gt;
Given an unbound, written quire valued at 57#, the final value after adding 20# of binding and thread is 48# in v50.&lt;br /&gt;
&lt;br /&gt;
I would love an account to note this or at least mention it on the Book talk page. Thanks!&lt;br /&gt;
&lt;br /&gt;
You can contact me at welkin.shibboleth@gmail.com&lt;br /&gt;
--[[Special:Contributions/68.171.119.95|68.171.119.95]] 04:24, 25 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You should be able to create an account at [[Special:CreateAccount]]. Are you having trouble with it? (You can also made edits without creating an account, like you just did here.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:20, 25 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Food Guide ==&lt;br /&gt;
I was trying to edit the one for the current steam version but it kept redirecting me, I'll make the changes to that one and revert my changes to the old one. [[User:Kenji 03|Kenji 03]] ([[User talk:Kenji 03|talk]]) 09:36, 26 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279763</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279763"/>
		<updated>2022-12-25T10:53:43Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Eggs */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Eggs ==&lt;br /&gt;
Given that most of the creatures with the {{token|LAYS_EGGS|c}} token do not need to [[Grazer|Graze]] for food. Eggs are a fairly viable food source for a fortress. Given that at embark many , or grown by [[feather tree]]s. But for the purpose of this guide guide we'll focus on the egg layers available from the embark menu -- for example: [[DF2014:Turkey|Turkeys]].&lt;br /&gt;
&lt;br /&gt;
While it can be a stable source of food, Eggs ''must'' be cooked into prepared meals at a kitchen before they can be eaten by dwarves. So unlike other items on this list, Eggs as a food source must have an additional meal source (example: alcohol) in order to be made into food.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few: &lt;br /&gt;
* '''Cooking''': Eggs cannot be eaten raw and must be cooked. &lt;br /&gt;
Not Required but helpful:&lt;br /&gt;
* '''crafting''': In order for egg laying to occur, a [[Nest box]] is required, which needs to be crafted out of wood, stone, or metal.&lt;br /&gt;
&lt;br /&gt;
As long as [[Alcohol]], [[milk]], or [[Dwarven syrup|syrup]]is allowed for cooking: eggs can be used as the only food source for a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* After 8 years or so, it is recommended to butcher your egg layers as to prevent their meat being wasted from dying of old age. It is not required.&lt;br /&gt;
* see [[Egg_production]] for more details&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
''Few'': Not required but recommended&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
* '''Trapper''' in terms of food, this skill only improves the quality of the traps produced.&lt;br /&gt;
&lt;br /&gt;
A a butcher and tanner will be required, but since any unskilled dwarf can do that with the only difference in skill being speed, it is fine and it's not very time-consuming. &lt;br /&gt;
&lt;br /&gt;
The trapper skill is required, but like the above the skill level does not effect the resulting animal quality or quantity. The actual trapping of the animals (not [[vermin]]) has no beneficial skill.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279762</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279762"/>
		<updated>2022-12-25T10:53:09Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Livestock */ added a new food category: Eggs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Eggs ==&lt;br /&gt;
Given that most of the creatures with the {{token|LAYS_EGGS|c}} token do not need to [[Grazer|Graze]] for food. Eggs are a fairly viable food source for a fortress. Given that at embark many , or grown by [[feather tree]]s. But for the purpose of this guide guide we'll focus on the egg layers available from the embark menu -- for example: [[DF2014:Turkey|Turkeys]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hens/Eggs ===&lt;br /&gt;
While it can be a stable source of food, Eggs ''must'' be cooked into prepared meals at a kitchen before they can be eaten by dwarves. So unlike other items on this list, Eggs as a food source must have an additional meal source (example: alcohol) in order to be made into food.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few: &lt;br /&gt;
* '''Cooking''': Eggs cannot be eaten raw and must be cooked. &lt;br /&gt;
Not Required but helpful:&lt;br /&gt;
* '''crafting''': In order for egg laying to occur, a [[Nest box]] is required, which needs to be crafted out of wood, stone, or metal.&lt;br /&gt;
&lt;br /&gt;
As long as [[Alcohol]], [[milk]], or [[Dwarven syrup|syrup]]is allowed for cooking: eggs can be used as the only food source for a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* After 8 years or so, it is recommended to butcher your egg layers as to prevent their meat being wasted from dying of old age. It is not required.&lt;br /&gt;
* see [[Egg_production]] for more details&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
''Few'': Not required but recommended&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
* '''Trapper''' in terms of food, this skill only improves the quality of the traps produced.&lt;br /&gt;
&lt;br /&gt;
A a butcher and tanner will be required, but since any unskilled dwarf can do that with the only difference in skill being speed, it is fine and it's not very time-consuming. &lt;br /&gt;
&lt;br /&gt;
The trapper skill is required, but like the above the skill level does not effect the resulting animal quality or quantity. The actual trapping of the animals (not [[vermin]]) has no beneficial skill.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_wheat&amp;diff=279758</id>
		<title>Cave wheat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_wheat&amp;diff=279758"/>
		<updated>2022-12-25T10:29:41Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: changed link from just alcohol to it's specific sub page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cave wheat''' is an [[underground]] [[crop]]. It can either be [[milling|milled]] into [[flour|dwarven wheat flour]] or [[brewing|brewed]] into [[Alcohol#List_of_alcohol|dwarven beer]].&lt;br /&gt;
&lt;br /&gt;
Cave wheat [[seed|seeds]] can be brought as an [[embark]] item and imported from [[Trading|dwarven caravans]].  They are planted in the summer or autumn seasons and require about 42 days to grow.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] cave wheat for its ''stalks''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = äs kil | elvish = garetho yafa | goblin = omo snasm | human = ngethac athra}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279723</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279723"/>
		<updated>2022-12-25T08:33:58Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Trapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
''Few'': Not required but recommended&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
* '''Trapper''' in terms of food, this skill only improves the quality of the traps produced.&lt;br /&gt;
&lt;br /&gt;
A a butcher and tanner will be required, but since any unskilled dwarf can do that with the only difference in skill being speed, it is fine and it's not very time-consuming. &lt;br /&gt;
&lt;br /&gt;
The trapper skill is required, but like the above the skill level does not effect the resulting animal quality or quantity. The actual trapping of the animals (not [[vermin]]) has no beneficial skill.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279722</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279722"/>
		<updated>2022-12-25T08:30:11Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Trapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
''Few'': Not required but recommended&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming. The actual trapping of the animals has no required skill.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279721</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279721"/>
		<updated>2022-12-25T08:29:56Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Trapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
''Few'': Not required but recommended&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming. The actual trapping of the animals is not required.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279720</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279720"/>
		<updated>2022-12-25T08:29:11Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* '''Butcher''' turns hunted aniamls into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279719</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279719"/>
		<updated>2022-12-25T08:27:19Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Skills */ updated with actual skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Butcher''' turns livestock into meat/food&lt;br /&gt;
* '''Tanner''' turns leather into products.&lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279718</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279718"/>
		<updated>2022-12-25T08:25:45Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''herbalist''' dramatically improves quantity of food gathered&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279717</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279717"/>
		<updated>2022-12-25T08:25:03Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''Few''': Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279716</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279716"/>
		<updated>2022-12-25T08:24:10Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
'''High'''&lt;br /&gt;
Required Skill:&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
Recommended skills:&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Dodger ''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279715</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279715"/>
		<updated>2022-12-25T08:22:23Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Fishing */ added skill panel and updated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
No tools are required to fish, nor does the dwarf need to actually be in water. A Fisherdwarf need only stand at the shore of water or on top of a [[grate]] above water to catch fish.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Fisherdwarf''' Skill level dramatically improves catch rate.&lt;br /&gt;
** A legendary 5 star Fisherdwarf can catch enough fish to feed a population of 100+ dwarves. But a novice Fisherdwarf may have trouble feeding your starting 7.&lt;br /&gt;
* '''Fish dissector''' required to turn fish into usable food, skill affects speed. More than one may be needed to keep up with Fisherdwarfs production&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Wrestling''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279714</id>
		<title>40d:Food guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food_guide&amp;diff=279714"/>
		<updated>2022-12-25T08:15:18Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Skills */ added more detail about what skills are needed and what aren't&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This guide is aimed at completeness, overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages. &lt;br /&gt;
&lt;br /&gt;
There are seven possible ways to get [[food]]: [[farming]], [[trading]], [[fishing]], [[hunting]],  [[Gather plants|plant gathering]], [[Butcher's shop|breeding tame livestock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gathering are your only sources of [[booze]] or brewable plants, so you need to do at least one of them because booze is a must-have.&lt;br /&gt;
&lt;br /&gt;
== Gathering ==	 &lt;br /&gt;
This is the quickest way to resolve a [[food]] shortage. But you won't get much, and you'll need to establish another method before you run out of bushes to harvest unless you're on a big, fertile map. You can also [[farming|farm]] most plants you gather with a similar amount of work and higher output, so outside a shortage [[Gather plants|gathering]] is more of a flavour than a sensible choice. The higher your dwarf's [[herbalist]] skill, the more food you get per time spent. Unskilled gatherers will find frustratingly little, but will train up rather fast. Seeds obtained after eating gathered plants allow you to start [[farming]] above ground plants that you can't buy seeds for on embark. Gathering is risky in locations with nasty wildlife, or during goblin [[ambush]]es.  Keep in mind that heavy gathering, like logging, will cause your dwarves to go increasingly long distances until they find shrubs, reducing yield per time.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
None. Really.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Minimal: Not required but recommended.&lt;br /&gt;
* '''Planter''' dramatically improves FOOD production yield&lt;br /&gt;
* '''Thresher''' dramatically improves SEEDs recovered from plants&lt;br /&gt;
&lt;br /&gt;
Activate the plant gathering labor on one or more dwarves, [[designate]] an area to be gathered in a similar way to how you designate trees for felling, and you're good to go. Of course bringing a proficient gatherer on embark improves early yield a lot.&lt;br /&gt;
&lt;br /&gt;
===Acreage===&lt;br /&gt;
Minimal&lt;br /&gt;
&lt;br /&gt;
You need a food stockpile, but you will have one anyway. Having a [[kitchen]] is helpful as a few of the plants you gather may be inedible raw.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Fishing will give a steady food supply, but the return on time spent is low. If you can't provide a safe place like a walled-in pool or underground river (assuming you cleared that one out first), being outside and near [[carp]] is a steady risk. You can improve on supplementing your dwarves' diet with their [[preference|likes]], and [[turtle]] or [[cave lobster|lobster]] shells are important for moods. You will also get some bones if the fish is eaten uncooked.&lt;br /&gt;
&lt;br /&gt;
The catch with fishing though is that the catch (ahaha - horrible pun) is not immediately edible. You need to process it at the [[fishery]] first, which increases the time needed to get from rod to plate.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Sometimes you're not getting any shells from fishing, just lots of shads and trout and cave [[fish]]. Here's a tip: dig out a channel some distance away from a main water source and channel a water source into that. Then designate that for fishing. You should only get turtles from that.&lt;br /&gt;
* For every three dedicated fisherdwarves, one dedicated fish cleaner is needed for the highest efficiency and every fish cleaner needs his/her own fishery.&lt;br /&gt;
* &amp;quot;there is no [[fish]] left in X body of water&amp;quot; can be safely ignored. Your dwarves will either use another fishing spot until the [[fish]] respawn or idle about until said [[fish]] respawn, which is when the season changes.&lt;br /&gt;
* If you don't have a river on your map but only murky pools, they may dry up in summer and never refill, leaving your map with no water at all. So there is a (low and avoidable) risk of fishing being a dead end.&lt;br /&gt;
* You still need a [[farm]], or trade, for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
This is almost like fishing, except there's more spectacle (and blood!), the returns are usually higher but the risk is higher as well. With hunting, you will also get stacks of [[bone]]s, tallow, [[leather]] and [[skull]]s (fishing just gets you single bones and shells).&lt;br /&gt;
&lt;br /&gt;
Most players, if not all, that do hunting encounter a serious problem: Eventually, animals stop showing up. There is debate whether this is avoidable by low intensity hunting, but either way,  unless it is changed in new versions, it reduces hunting to an unsafe and supplementary food source.&lt;br /&gt;
&lt;br /&gt;
If you are on any map where you yourself are afraid of the [[animal]]s roaming about, hunting is out of the question. If you're on any evil or savage map, hunting is a good way to get rid of dwarves.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
* '''Ambusher'''&lt;br /&gt;
* A weapon skill, preferably '''marksdwarf''', at least novice. additionally '''hammerdwarf''', he/she will use that when out of bolts.&lt;br /&gt;
&lt;br /&gt;
* '''Armor user''' to reduce encumbrance&lt;br /&gt;
* '''Wrestling''' for dodging aggressive animals&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
Lots&lt;br /&gt;
&lt;br /&gt;
* A weapon, if possible of highest quality&lt;br /&gt;
* the best armor set you have and the dwarf can use without slowing down&lt;br /&gt;
* A steady supply of bolts if using Marksdwarf&lt;br /&gt;
* quiver, backpack (better not use waterskin, no [[Ambusher#Caveats|alcohol happiness]]) improve efficiency&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some people just use soldiers to hunt which has admittedly advantages. Set soldiers to 'harass wild animals' via {{k|m}}-{{k|v}}-{{k|a}}. &lt;br /&gt;
* [[Hunter]]s sleep outside. They can sometimes be slaughtered by wandering wolf packs while snoozing away.&lt;br /&gt;
* [[Hunter]]s that have no bolts will chase their prey and club them with their crossbow, which is about as effective as it sounds.&lt;br /&gt;
* Make sure you have a [[tanner]], and [[butcher]] before you get a hunting job. If not, it's a total waste and you're better off fishing.&lt;br /&gt;
* You can also make an axe-[[hunter]] by putting [[wood cutting]] and [[hunting]] on the same dwarf - won't be catching the fast creatures, but has a better chance against a predator, and doesn't need ammo.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
* Lastly, [[hunter]]s are usually the first to die in a [[siege]] or [[ambush]].&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[Farming]] will usually be a fort's primary source of food, and will also be the one that produces the highest yield over the longest period of time.  Most crops can be grown year-round as they are harvested, with only some requiring secondary processing such as [[milling]] or [[thresher|threshing]]. Farming can take a bit longer to get going and major obstacles can occur (no soil, no water at all), but once established it will run like a clockwork forever.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Few; Cheap&lt;br /&gt;
&lt;br /&gt;
The basis of a farm is seeds.  Seeds come in both subterranean and surface (indoors/outdoors) varieties - you can buy either type of seeds from traders, but the embark screen will only have subterranean seeds available and Plant Gathering ({{key|d}}esignations-&amp;gt;Gather {{key|p}}lants)) will only yield outside plants (exception: [[underground river]]).  Any plant that is eaten or brewed produces seeds. To control dwarven behavior a bit more, you may want to control who can harvest plants or collect stray seeds from the {{key|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
A subterranean farm will require a digging implement of some sort, unless you are lucky enough to start on a map with a cave, in which case you will possibly need a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Few&lt;br /&gt;
&lt;br /&gt;
The only specific farming-related skill is [[grower]] (labor:Farming). Plant Gathering (or trade) is needed to acquire above ground plant seeds.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
Contained&lt;br /&gt;
&lt;br /&gt;
An outdoors farm plot just needs to be laid ({{key|b}}uild-&amp;gt;Farm {{key|p}}lot) on any soil.&lt;br /&gt;
&lt;br /&gt;
Indoors plots can be {{key|b}}uilt on any soil floor (including sand) or any sufficiently muddy floor. Muddy stone floors can be produced by using a [[bucket]] and the [[Activity_zone#Pit.2FPond|pit/pond]] [[Activity_zone|activity zone]] on a channeled tile one z-level above the area where you want the plot to be. The water will spread out on the level below.&lt;br /&gt;
&lt;br /&gt;
To make an underground outdoors plot, the area where the plot will be placed must be or have been exposed to the outdoors (e.g., the ceilings have all been channeled down to that room) and the floor, if stone, must be muddied.&lt;br /&gt;
&lt;br /&gt;
Keeping seed-exclusive food stockpiles near farm plots is good practice, as are keeping indoors and outdoors farm plots close.  It is entirely possible to contain all food production and some of the cooking facilities in a small, well-managed area.&lt;br /&gt;
	&lt;br /&gt;
It doesn't take a large field to feed a full fortress. In DF, a 6x6 field and two [[planter]]s will be enough for 200 dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
High&lt;br /&gt;
&lt;br /&gt;
Farming skills should be devoted to dwarves who will be farmers or planters only.  That includes turning off lesser hauling jobs, and giving them no other skill specialization, as there is a chance they will spend more time doing other things than they will planting seeds or harvesting plants from the fields before they wither.  Mixing farming skills with cooking skills is viable, but closer attention to task execution and assignment is necessary, thus that the planters don't spend more time in the kitchen or the still than on the field.  Multiple planters - three is safe - produce a bigger stock and may even allow some skill rotation, while fewer planters - one - puts the fortress at risk if that dwarf should be killed or incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Crops have a time to bear period after their planting.  Keep also in mind that crops that take longer to grow mean that your community will dine much later.  Plump helmets are quick growing crops.&lt;br /&gt;
* Potash can be used to fertilize farm plots, producing larger stacks of plants when harvested.  Potash is made by [[Wood furnace|burning wood]] into [[ash]] and turning [[ash]] into [[potash]] at an [[ashery]].  The utility of this gain is questionable, even in dire circumstances.&lt;br /&gt;
* Developed skill in planting produces better harvest bundles (stacks of food from one plant harvested).  Larger bundles of food means more alcohol brewed into a single barrel, larger stacks of [[Dwarven syrup]] and [[quarry bush]] leaves for cooking, and more [[dye]] or flour/sugar per bag.&lt;br /&gt;
*  If you find that your seeds stock is dropping, this may be either a case of focusing too much on secondary culinary skills that destroy seeds in the process (e.g., cooking) or the inhabitants of your fortress may be consuming other kinds of food and all of your seed-bearing plants are not getting eaten or brewed thus that the seeds get recovered.  As mentioned, it is ill-advised to let your kitchen cook seeds directly.&lt;br /&gt;
*If you need more [[food]] quick, plant quick crops that don't need additional skills and infrastructure to bring to bear. So avoid quarry bush and get a [[plump helmet]] [[farm]] operational.&lt;br /&gt;
*It's not necessary to use an aqueduct or similar to muddy an underground area. A bucket brigade and a pond zone on a channeled tile that opens to the level below where you want your plot to be creates tillable land in no time.&lt;br /&gt;
&lt;br /&gt;
== Livestock ==&lt;br /&gt;
Livestock is a safe and constant source of meat and bones (read: [[bolt]]s) for a fortress that has trouble with caravans and hunting.&lt;br /&gt;
&lt;br /&gt;
However, using livestock as a sole [[food]] source is a non-viable way to survive. No matter what you do, [[animal]]s don't reproduce fast enough to feed everyone in the first years, if ever. If you really want to try this, and keep the framerate up, learn to micromanage caging so that baby [[animal]]s are kept in [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
You need no more than one male of each species, and female [[animal]]s should be slaughtered after about 8 years, so they wont die of old age.&lt;br /&gt;
&lt;br /&gt;
If you bring pairs of [[animal]]s right from the start, happen to be on a map where you can catch (lots) more with [[cage]] traps and buy all [[animal]]s traders bring, you will get a substantial return after, say, 3 years. But the cost in starting points, time, work and micromanagement make this ''really'' uneconomic. Try it as an experiment perhaps? For the first years you will need a different [[food]] source anyway, so why not stick with that? You could however limit the number of dwarves until everything's set up. Advantages of [[animal]]s are that they are a meat reserve that will not rot and supply plenty useful byproducts such as [[bone]]s, [[fat]], [[leather]], skulls and act as intruder detection.&lt;br /&gt;
&lt;br /&gt;
[[Tame]] female [[animal]]s that are left to roam can apparently become impregnated by wild male [[animal]]s of the same type. The new [[animal]]s produced will be [[tame]].&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
You need a butcher and tanner, but any unskilled dwarf can do that fine and it's not very time-consuming.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Some [[animal]]s are reproducing faster and more consistently than others. Cows, horses, and cats work and are easy to acquire. Other than that you will have to try out. But really, you will take what you can get.&lt;br /&gt;
* [[Mule]]s ''are'' sterile.&lt;br /&gt;
* You still need a [[farm]] or trade for [[booze]].&lt;br /&gt;
&lt;br /&gt;
== Trapping ==&lt;br /&gt;
While targeting the same source as hunting (wild animals) and eventually equaling breeding, it uses a different technique ([[cage trap]]), needs less resources (bolts versus mechanisms and cages that get recycled) and reduces risk. Caught animals need to be tamed and are then better used for breeding than instant slaughtering.&lt;br /&gt;
 &lt;br /&gt;
In dire circumstances you can also [[animal trap|trap]] [[vermin]] which your dwarves can snack on. It's usually a sign your fortress is doomed and makes most dwarves unhappy. Catching vermin with bait is useless as a food source, since the bait is always worth more than the catch.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* Make a bunch of [[animal]] traps, make sure someone has trapping enabled, then set up a Kennel with a repeating &amp;quot;Capture Live Land [[animal]]&amp;quot; task. The trapper should pick up a trap and run around chasing [[vermin]], sticking them in the trap. Just make sure there's an [[animal]] stockpile to put them on.&lt;br /&gt;
* Even if there's plenty of normal [[food]] available, dwarves will occasionally come by and eat the [[vermin]] raw, live, and wriggling!&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[Trading]] for food gives you less control than farming. As it relies on trade caravans delivering your fortress food, you have to check more carefully the amount of food your dwarves eat, possibly limiting immigration till you have built a stock or can better evaluate how much food the caravans bring. The amount of food that a caravan delivers is impossible to strictly control, but can be influenced with liaisons. At the same time, you need to maintain good relationships with the other civilizations. Be prepared for the occasional caravan to be omitted due to sieges.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Cheap&lt;br /&gt;
&lt;br /&gt;
The only physical requirement to initiate trading with some other civilization is a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
More work is needed for actually accumulating trade goods like mugs to sell.  This is an expansive situation that ties into whatever kind of economy you establish - [[stone]] being the easiest. For [[Wood]] ([[Armok]] forbid), [[glass]], [[metal]], [[cloth]], [[leather]], etc.. you need a chain of [[workshop]]s, a supply of production materials, and the skills needed to produce the goods. Good news is that food is typically rather cheap, even if specifically requested.&lt;br /&gt;
&lt;br /&gt;
To keep the amount of barrels needed in check, create stockpiles that accept no barrels for traded meat and fish.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
None, you say!?  Believe it or not, this is important - there is an actual GAIN from not having any kind of food production except through trade.  Unless you are doing the hermit or outcast [[challenges]], most of the skills needed to perform trading for food will already exist as a requirement for a normal fortress.  Very rarely will you not build a trade depot.  Very rarely will you not have a trade representative.  You will never not produce something that can be sold to merchants.  In short, all the basic skill requirements and all secondary skill requirements will already be built into a normal fortress (hopefully).  You free up one or more dwarves who would have otherwise spent their time making food and put them to work with more useful tasks such as building furniture or trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Acreage ===&lt;br /&gt;
None, then normal&lt;br /&gt;
&lt;br /&gt;
Same as with skills and materials, most of the things necessary for trading for food are already built into a typical fortress.  Ignoring the workshops that will produce what you sell, as well as what your fortress uses to live, you need a depot and a food stockpile. Done.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
Low, then variable&lt;br /&gt;
&lt;br /&gt;
The major benefit of purchasing food rather than growing it is that you integrate the supply of food as an end-product of the rest of a fortress's activity.  Forgo the plow and hoe for more stone crafts or more furniture, and all that.&lt;br /&gt;
&lt;br /&gt;
Trading for food can easily fill your piles with edible delights each time your fortress gets visited by merchants, but at the cost of choice on more than one occasion.  Your human and dwarven [[liaison]] will allow you to set a priority for the food the merchants haul with them next year. [[Goblin]]s and [[Elf|elves]] don't seem to trade much food, and the amount of food the [[human]]s bring can be sometimes great, sometimes minor.  Even setting the priority for food for the dwarves, there is a chance they'll just bring some expensive food, not a lot of cheap food (actually, this is a fallacy: the food itself is not expensive, usually, but its barrel or bag can be of absurd quality).  There is also the part where you have to keep good relations with the other races, including your own; this another part of &amp;quot;normal fortress behavior.&amp;quot;  Trading for food is a fubar'd idea if everyone hates you.  Since [[siege]]s keep merchant caravans away in the later-game periods, a fortress would do well to build an early, healthy surplus too.&lt;br /&gt;
&lt;br /&gt;
=== Misc. ===&lt;br /&gt;
* A stack of really well prepared food can be incredibly expensive to merchants and can be produced from food bought at cheap prices from merchants.&lt;br /&gt;
* Trading for food is open to all the normal problems and bugs that are associated with trading, including slow unpacking, the random really slow wagon problem, selling wood to the elves, and so forth.&lt;br /&gt;
* Although fortresses may only rarely find themselves low on food stocks, an extra-cautious eye should always be kept on the supply and how fast it is being consumed, such as in quickly growing  fortresses and those with large populations.  Especially as far as alcohol stock is concerned, since dwarves burn through alcohol faster than they do through food.&lt;br /&gt;
* Solid food - [[plant]] or [[meat]] - is not purchased in [[barrel]]s; exposure to rot and wither, make sure it is hauled to a stockpile in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related: Cooking ==&lt;br /&gt;
Cooking increases your food supply in that it makes inedible food edible (tallow, flour, milk, lots more) and makes food that can rot unrottable (meat, fish).&lt;br /&gt;
Cooking is an important way to increase your [[food]] quality. All you need is one dedicated cook and a kitchen as well as cookable [[food]]. Basically, it turns a few small stacks of [[food]] into one bigger stack of [[food]] with quality that gives a happiness bonus depending on the cook's skill. You can cook [[seed]]s too.&lt;br /&gt;
&lt;br /&gt;
Remember that cooking, other than brewing or eating raw plants, destroys the [[seed]]s, so you might want to be careful about that.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* To train chefs, have them only make easy meals in the beginning because it's the fastest to prepare.&lt;br /&gt;
* Make sure there's enough storage space because if masterpiece meals rot... you're in [[Tantrum|trouble]]. &lt;br /&gt;
* Prepared [[food]] sells for obscenely high prices. Makes for a brilliant trade good in a pinch, even to the [[elves]] (as long as they aren't in wooden barrels).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279282</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279282"/>
		<updated>2022-12-23T11:50:56Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Standard plants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from [http://sharebee.com/ecc09e01 sharebee] in a .rar file (26mb .rared, 82mb unrarred).&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. &lt;br /&gt;
&lt;br /&gt;
=== Not Berries or Beans ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
=== Bean ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Berr&amp;quot; (Berries) ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
== Standard plants ==&lt;br /&gt;
These are the plants defined in the file plant_standard.txt. Standard plants have been changed very little from the previous version; tiles and colors have been upgraded, and brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Plant_table_row for more details)&lt;br /&gt;
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |p1=|pv1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} plump helmet spawn|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven ale|drinkv=10&lt;br /&gt;
  |p1={{tile|·|0:1}} pig tail seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} pig tail slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} cave wheat seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons|1|1||}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven rum|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|2:1}} sweet pod seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20&lt;br /&gt;
  |p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons|1|1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |cook=p&lt;br /&gt;
  |p1={{tile|♠|7:0}} quarry bush leaf (b)|pv1=50&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  |p2={{tile|·|7:1}} rock nut|pv2=1&lt;br /&gt;
  |p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |p1={{tile|·|5:1}} dimple cup spawn|pv1=1&lt;br /&gt;
  |p2={{tile|·|1:1}} dimple dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279273</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279273"/>
		<updated>2022-12-23T11:16:14Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Garden plants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from [http://sharebee.com/ecc09e01 sharebee] in a .rar file (26mb .rared, 82mb unrarred).&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. &lt;br /&gt;
&lt;br /&gt;
=== Not Berries or Beans ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
=== Bean ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Berr&amp;quot; (Berries) ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
== Standard plants ==&lt;br /&gt;
These are the plants defined in the file plant_standard.txt. Standard plants have been changed very little from the previous version; tiles and colors have been upgraded, and brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Plant_table_row for more details)&lt;br /&gt;
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |p1=|pv1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} plump helmet spawn|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven ale|drinkv=10&lt;br /&gt;
  |p1={{tile|·|0:1}} pig tail seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} pig tail slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} cave wheat seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons|1|1||}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven rum|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|2:1}} sweet pod seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20&lt;br /&gt;
  |p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quarry bush (Rock Nut)|tile=♣|color=7:0|seasons={{seasons|1|1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |cook=p&lt;br /&gt;
  |p1={{tile|♠|7:0}} quarry bush leaf (b)|pv1=50&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  |p2={{tile|·|7:1}} rock nut|pv2=1&lt;br /&gt;
  |p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |p1={{tile|·|5:1}} dimple cup spawn|pv1=1&lt;br /&gt;
  |p2={{tile|·|1:1}} dimple dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279270</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279270"/>
		<updated>2022-12-23T11:06:57Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Berries */ added bean category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from [http://sharebee.com/ecc09e01 sharebee] in a .rar file (26mb .rared, 82mb unrarred).&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. &lt;br /&gt;
&lt;br /&gt;
=== Not Berries or Beans ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
=== Bean ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Berr&amp;quot; (Berries) ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279269</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279269"/>
		<updated>2022-12-23T11:04:43Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* &amp;quot;Berr&amp;quot; (Berries) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from [http://sharebee.com/ecc09e01 sharebee] in a .rar file (26mb .rared, 82mb unrarred).&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. &lt;br /&gt;
&lt;br /&gt;
=== Berries ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
=== &amp;quot;Berr&amp;quot; (Berries) ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279268</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279268"/>
		<updated>2022-12-23T11:04:25Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Garden plants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from [http://sharebee.com/ecc09e01 sharebee] in a .rar file (26mb .rared, 82mb unrarred).&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. &lt;br /&gt;
&lt;br /&gt;
=== Berries ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
=== &amp;quot;Berr&amp;quot; (Berries) ===&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279267</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=279267"/>
		<updated>2022-12-23T11:01:18Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: Added plants for my use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from [http://sharebee.com/ecc09e01 sharebee] in a .rar file (26mb .rared, 82mb unrarred).&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. &lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=152445</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=152445"/>
		<updated>2011-08-17T23:45:36Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Above Ground Farming */ added an asterisk to highlight the importance of the &amp;quot;cannot in ocean or mountain&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar per square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible in Ocean and Mountain biomes, even if the farm is built on mud.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|Elves|elven}} and {{L|human}} caravans; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. Farmers will not start planting if the tile they would start on is not muddy, even if all other tiles in the plot are.&amp;lt;sup&amp;gt;Verify&amp;lt;/sup&amp;gt; The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually {{L|rot}} away. There's no use for withered plants.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a single barrel can hold up to 10 seed {{L|bag}}s (each of which can hold 100 seeds of a specific type), this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and {{L|forbid}} them, as a seed bank in case of catastrophe.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Broker&amp;diff=152207</id>
		<title>v0.31:Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Broker&amp;diff=152207"/>
		<updated>2011-08-08T01:59:34Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: added relevant skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:22, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| function=&lt;br /&gt;
* {{L|Trade}}&lt;br /&gt;
* Visibility of Item {{L|Value}}s&lt;br /&gt;
* Display of Fortress {{L|Wealth}} on&amp;lt;br&amp;gt; {{k|z}}-{{L|Status}} Screen&lt;br /&gt;
|arrival=Appointed on the {{L|nobles screen}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Broker is a useful {{L|noble}} with no {{L|Demand}}s or {{L|Noble#Needs|Requirements}}. They have several duties in the running of an organised fortress.&lt;br /&gt;
&lt;br /&gt;
If the broker has the {{L|Appraisal}} skill, they will allow you to see the count of your fortresses {{L|Wealth}} in the {{L|Status}} screen ({{k|z}}). The exactness with which this can be seen is determined by the duties of the {{L|Bookkeeper}}. Your broker should also have the {{L|Judge of intent}} skill to see how traders {{L|Trade#Merchant_mood|react}} to trade offers.&lt;br /&gt;
&lt;br /&gt;
At the {{L|Depot}}, you can specify that only the broker may {{L|Trade}} with visiting {{L|caravan}}s. The advantage of this is that the broker gains skill in appraisal as he trades, which both allows the display of fortress wealth and helps with getting the best deals in your trading efforts.&lt;br /&gt;
&lt;br /&gt;
==Relevant skills==&lt;br /&gt;
Names in bold have known effect, &lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
| '''Judge of Intent''' &lt;br /&gt;
| Liar&lt;br /&gt;
| Conversationalist&lt;br /&gt;
| Intimidator&lt;br /&gt;
|-&lt;br /&gt;
| '''Appraiser'''&lt;br /&gt;
| Comedian&lt;br /&gt;
| Persuader&lt;br /&gt;
| Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| Negotiator&lt;br /&gt;
| Flatterer&lt;br /&gt;
| Consoler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BROKER]&lt;br /&gt;
	[NAME:broker:brokers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:TRADE]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:170]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=107811</id>
		<title>v0.31 Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=107811"/>
		<updated>2010-05-09T11:50:39Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Cave-in method needs tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just used cave-in method to pierce a single deep aquifer. I assume that constructed layers still don't work, but haven't tested them (otherwise I would have specifically mentioned not to try using constructed walls.)&lt;br /&gt;
&lt;br /&gt;
A weird glitch: the fallen rock morphs to the rock type of the layer it lands to.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. --[[User:Tarran|Tarran]] 01:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Of the methods on the old page: looks like the speed and pump methods are still possible, though I was not able to pull them off. I was getting path finding issues where a dwarf thought it was stuck even though there was a clear path, and so was more fun than necessary.&lt;br /&gt;
--[[User:Droid|Droid]] 04:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draining Method ==&lt;br /&gt;
&lt;br /&gt;
I just embarked on a site where a surface river drops several z-levels into a canyon, ending up one z-level below an aquifer level. I decided to try punching through the aquifer by draining a large area into the lake and walling off a stairwell in the drained area. Unfortunately, due to the new channelling designation, I now have six soggy dwarf corpses in the canyon, and a melancholy dwarf trading baleful glares with a couple local harpies. The miners basically just dig a down ramp and then jump down into the flow, they seem to even do this if you play with their digging sides so that they have no reason to path through the channelled square.&lt;br /&gt;
&lt;br /&gt;
I might have had more success if I had dug out a larger area unconnected to the river at first, and then breached the canyon wall with a single dwarven sacrifice, but it really seems as though there's no safe way to alter flows with the new channelling system.&lt;br /&gt;
&lt;br /&gt;
Apologies in advance if I didn't set up this talk discussion edit correctly, I don't really understand witiquette.&lt;br /&gt;
--[[User:Njero|Njero]] 05:58, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-in method needs tutorial ==&lt;br /&gt;
&lt;br /&gt;
I tried penetrating an aquifier layer using the cave-in method and wound up with a room of 7/7 water filled with chunks of stone. Flow of water into the aquifier layer did not stop, and I was unable to penetrate it. Could someone please through together a diagram showing how to use the cave-in method? The wiki article is not very specific.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:15, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cave in method may be broken in the new version of DF because of the ramps. Can anyone confirm? I've tried repeatedly, but cannot get the 3x3 square necessary to burrow deeper. --[[User:ReducedToRubble|ReducedToRubble]] 18:00, May 1st 2010&lt;br /&gt;
:The cave in method still works, as ramps are now ignored for holding up a surface so long as the ramp '''starts''' on the floor below (to cave in floor -2 dig a channel.  If a ramp is left that stats on floor -3, the cave in will still occur.) [[User:Kenji 03|Kenji 03]] 11:50, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pump method ==&lt;br /&gt;
&lt;br /&gt;
I added a section for the method where you just pump the water back into the aquifer and smooth the edges.  I'm surprised it wasn't there already since its the only way that works everywhere.  May need formating/work/links/etc.  &lt;br /&gt;
-- [o_O]WTFace (from the forums)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=87088</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=87088"/>
		<updated>2010-04-08T17:50:27Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from [http://sharebee.com/ecc09e01 sharebee] in a .rar file (26mb .rared, 82mb unrarred).&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=87087</id>
		<title>User:Kenji 03</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kenji_03&amp;diff=87087"/>
		<updated>2010-04-08T17:49:17Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DF2010:Save - Bones will not satisfy &amp;quot;body parts&amp;quot; strange mood request ==&lt;br /&gt;
&lt;br /&gt;
I have saved a file with a dwarf who is currently in the middle of a strange mood, the dwarf has claimed the Craft workshop and &amp;quot;screams&amp;quot; for body parts.  On the surface I have a butcher who is cutting up animal skeletons.  If you wait for about 3 minutes (at 50fps) a pile of dog bones, camel bones, dog skulls, camel skulls, and other &amp;quot;bones/skulls&amp;quot; will appear.  None of these will the strange mood dwarf take.&lt;br /&gt;
&lt;br /&gt;
The save file can be downloaded from sharebee in a .rar file (26mb .rared, 82mb unrarred).&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=87086</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=87086"/>
		<updated>2010-04-08T17:49:12Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Moods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantium plate armor takes only a single waifer to make and is worth considerably less than an adamantium battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**&amp;lt;s&amp;gt;Animal bones satisfies the body parts request.&amp;lt;/s&amp;gt; &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
::Wait... what? Please clarify. [[Special:Contributions/68.43.43.52|68.43.43.52]] 04:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=87085</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=87085"/>
		<updated>2010-04-08T17:47:06Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Moods */  updated information, animal bones will not satisfy body part request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantium plate armor takes only a single waifer to make and is worth considerably less than an adamantium battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**&amp;lt;s&amp;gt;Animal bones satisfies the body parts request.&amp;lt;/s&amp;gt; &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User_talk:Kenji_03|my talk]] page)&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
::Wait... what? Please clarify. [[Special:Contributions/68.43.43.52|68.43.43.52]] 04:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Carp&amp;diff=87027</id>
		<title>v0.31:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Carp&amp;diff=87027"/>
		<updated>2010-04-08T15:34:41Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Carp|symbol=α|color=rgb(0, 128, 128)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome= * [[Temperate|Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical|Tropical]] freshwater [[river|river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
While a lot of new data has been added to the RAW file for the Carp, the carp is just as dangerous in DF2010 as it was in [[40d:Carp|40d]].&lt;br /&gt;
&lt;br /&gt;
The Carp is a fairly common variety of [[Fish|Large Fish]] that has a disproportionately powerful attack to that of Dwarfs (1-6 damage, compared to an untrained dwarf's 1-2 damage).  This wouldn't be much of a problem if the Carp's attack wasn't also given the ability to latch onto it's foes.  While all Large Fish have this kind of attack the prevalence of carp makes them infamous in the Dwarf world.&lt;br /&gt;
&lt;br /&gt;
Carp may be found in anything from a river to a murky pool.  While River Carp may be just as scared as your Dwarfs as they are of them (avoiding your Dwarfs), Carps found in a Murky Pool and will often attack anyone who gets too close as an &amp;quot;act of self defense&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
If Carp only exist in one specific water source (say, one Murky Pool), it may be best to simply restrict access ({{k|d}}, {{k|o}}, {{k|r}}) to specific water source, and designating a non-carp-infested water source a a water source ({{k|i}}, set area rectangle using {{k|enter}}, {{k|w}})&lt;br /&gt;
&lt;br /&gt;
Carp cannot attack any dwarfs through a well, so building one will allow your dwarfs safe access to water inhabited by carp (so long as the well is not on the same z level as the top of the lake/river).&lt;br /&gt;
&lt;br /&gt;
When Carp are found within the boundaries of your fortress river it is often suggested to dig a [[channel]] out and cover the channel with [[grate|grates]] for a safe fishing/drinking zone.&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
:'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[40d:Toady One|Toady One]]&lt;br /&gt;
&lt;br /&gt;
These terrible beasts challenge the mighty [[elephant]]s for the post of [[King of beasts|King of Beasts]]. Their insidious nature and vicious strength provide them with the means to drag a fully grown [[dwarf]] into the [[water|aquatic depths]], whereupon they proceed to gnaw at the struggling [[dwarf|victim]]. And this is not all, for the awful carp can stare at the well-meaning [[fisherdwarf]] who for fear at these awful descendants of the [http://en.wikipedia.org/wiki/Cthulhu Old Ones], are sent staggering back, too often straight off a [[cliff]]. To make things worse, they will taunt the [[Ambusher|hunters]], who in hopes of achieving eternal glory, will unload whole [[quiver]]s towards them, oblivious to nearby [[animal]]s walking on land. Not all hope is lost, for the carp bears an [http://en.wikipedia.org/wiki/Achilles_heel Achilles heel], and will however die after the first winter if one is lucky enough to have a map which freezes. Otherwise, one may try draining all the [[40d:river|river]]s and lakes to air-drown these water-fiends (but be wary not to water-drown your [[40d:dwarves|dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
[[Image:Carp_escape.jpg]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Carp&amp;diff=87026</id>
		<title>v0.31:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Carp&amp;diff=87026"/>
		<updated>2010-04-08T15:33:29Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Carp|symbol=α|color=rgb(0, 128, 128)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome= * [[Temperate|Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical|Tropical]] freshwater [[river|river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
While a lot of new data has been added to the RAW file for the Carp, the carp is just as dangerous in DF2010 as it was in [[40d:Carp|40d]].&lt;br /&gt;
&lt;br /&gt;
The Carp is a fairly common variety of [[Fish|Large Fish]] that has a disproportionately powerful attack to that of Dwarfs (1-6 damage, compared to an untrained dwarf's 1-2 damage).  This wouldn't be much of a problem if the Carp's attack wasn't also given the ability to latch onto it's foes.  While all Large Fish have this kind of attack the prevalence of carp makes them infamous in the Dwarf world.&lt;br /&gt;
&lt;br /&gt;
Carp may be found in anything from a river to a murky pool.  While River Carp may be just as scared as your Dwarfs as they are of them (avoiding your Dwarfs), Carps found in a Murky Pool and will often attack anyone who gets too close as an &amp;quot;act of self defense&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
When Carp are found within the boundaries of your fortress it is often suggested to dig a [[channel]] out and cover the channel with [[grate|grates]] for a safe fishing/drinking zone.&lt;br /&gt;
&lt;br /&gt;
Carp cannot attack any dwarfs through a well, so building one will allow your dwarfs safe access to water inhabited by carp (so long as the well is not on the same z level as the top of the lake/river).&lt;br /&gt;
&lt;br /&gt;
If Carp only exist in one specific water source (say, one Murky Pool), it may be best to simply restrict access ({{k|d}}, {{k|o}}, {{k|r}}) to specific water source, and designating a non-carp-infested water source a a water source ({{k|i}}, set area rectangle using {{k|enter}}, {{k|w}})&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
:'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[40d:Toady One|Toady One]]&lt;br /&gt;
&lt;br /&gt;
These terrible beasts challenge the mighty [[elephant]]s for the post of [[King of beasts|King of Beasts]]. Their insidious nature and vicious strength provide them with the means to drag a fully grown [[dwarf]] into the [[water|aquatic depths]], whereupon they proceed to gnaw at the struggling [[dwarf|victim]]. And this is not all, for the awful carp can stare at the well-meaning [[fisherdwarf]] who for fear at these awful descendants of the [http://en.wikipedia.org/wiki/Cthulhu Old Ones], are sent staggering back, too often straight off a [[cliff]]. To make things worse, they will taunt the [[Ambusher|hunters]], who in hopes of achieving eternal glory, will unload whole [[quiver]]s towards them, oblivious to nearby [[animal]]s walking on land. Not all hope is lost, for the carp bears an [http://en.wikipedia.org/wiki/Achilles_heel Achilles heel], and will however die after the first winter if one is lucky enough to have a map which freezes. Otherwise, one may try draining all the [[40d:river|river]]s and lakes to air-drown these water-fiends (but be wary not to water-drown your [[40d:dwarves|dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
[[Image:Carp_escape.jpg]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Carp&amp;diff=87021</id>
		<title>v0.31:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Carp&amp;diff=87021"/>
		<updated>2010-04-08T15:26:56Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
{{CreatureInfo|name=Carp|symbol=α|color=rgb(0, 128, 128)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?|biome= * [[Temperate|Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical|Tropical]] freshwater [[river|river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
While a lot of new data has been added to the RAW file for the Carp, the carp is just as dangerous in DF2010 as it was in [[40d:Carp|40d]].&lt;br /&gt;
&lt;br /&gt;
The Carp is a fairly common variety of [[Fish|Large Fish]] that has a disproportionately powerful attack to that of Dwarfs (1-6 damage, compared to an untrained dwarf's 1-2 damage).  This wouldn't be much of a problem if the Carp's attack wasn't also given the ability to latch onto it's foes.  While all Large Fish have this kind of attack the prevalence of carp makes them infamous in the Dwarf world.&lt;br /&gt;
&lt;br /&gt;
Carp may be found in anything from a river to a murky pool.  While River Carp may be just as scared as your Dwarfs as they are of them (avoiding your Dwarfs), Carps found in a Murky Pool and will often attack anyone who gets too close as an &amp;quot;act of self defense&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When Carp are found within the boundaries of your fortress it is often suggested to dig a [[channel]] out and cover the channel with [[grate|grates]] for a safe fishing/drinking zone.&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
:'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[40d:Toady One|Toady One]]&lt;br /&gt;
&lt;br /&gt;
These terrible beasts challenge the mighty [[elephant]]s for the post of [[King of beasts|King of Beasts]]. Their insidious nature and vicious strength provide them with the means to drag a fully grown [[dwarf]] into the [[water|aquatic depths]], whereupon they proceed to gnaw at the struggling [[dwarf|victim]]. And this is not all, for the awful carp can stare at the well-meaning [[fisherdwarf]] who for fear at these awful descendants of the [http://en.wikipedia.org/wiki/Cthulhu Old Ones], are sent staggering back, too often straight off a [[cliff]]. To make things worse, they will taunt the [[Ambusher|hunters]], who in hopes of achieving eternal glory, will unload whole [[quiver]]s towards them, oblivious to nearby [[animal]]s walking on land. Not all hope is lost, for the carp bears an [http://en.wikipedia.org/wiki/Achilles_heel Achilles heel], and will however die after the first winter if one is lucky enough to have a map which freezes. Otherwise, one may try draining all the [[40d:river|river]]s and lakes to air-drown these water-fiends (but be wary not to water-drown your [[40d:dwarves|dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
[[Image:Carp_escape.jpg]]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Carp&amp;diff=87012</id>
		<title>v0.31 Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Carp&amp;diff=87012"/>
		<updated>2010-04-08T15:01:52Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: Created page with 'Organization: I liked the &amp;quot;D for Dwarfhumor&amp;quot; part from the 40d Article but I think it belongs on the bottom of the page instead of the top.  The format of the previous article ma…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Organization:&lt;br /&gt;
I liked the &amp;quot;D for Dwarfhumor&amp;quot; part from the 40d Article but I think it belongs on the bottom of the page instead of the top.  The format of the previous article made it look like the entire article was Dwarf Humor, when only the very top was.[[User:Kenji 03|Kenji 03]] 15:01, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=86954</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=86954"/>
		<updated>2010-04-08T13:09:29Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Not Actually Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
::Wait... what? Please clarify. [[Special:Contributions/68.43.43.52|68.43.43.52]] 04:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=85911</id>
		<title>v0.31:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=85911"/>
		<updated>2010-04-07T07:07:59Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: added &amp;quot;enemies&amp;quot; note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
At the moment, it appears that Reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark (as opposed to selecting vague soldier/civilian specialties), with the same number of points for item selection. Dwarves left alive on abandon are nowhere to be found, and animals are all dead. Food items in barrels rot away for the reclaim.&lt;br /&gt;
&lt;br /&gt;
Enemies that existed during abandonment will still be there if you reclaim the fortress immediate afterwords.  For some reason they will be set to friendly (Goblin ambushers set to friendly).&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=85079</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=85079"/>
		<updated>2010-04-06T12:38:08Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is currently necessary for farming, making it necessary to flood cavern floors with water. 1/7-deep water will evaporate quicker and is therefore most efficient. Use [[lever]]s and [[floodgates]] for safe flooding.&lt;br /&gt;
&lt;br /&gt;
The easiest way to irrigate your desired land in this version is having a river a Z level above your farm.  Unlike in the previous version, soil levels require irrigation before anything can be planted in them.&lt;br /&gt;
&lt;br /&gt;
From the middle of your future farm, go Z level up and mine out a channel.  From that channel, dig until you hit one tile before the river.  Place a floodgate somewhere in this tunnel (make sure not to get the dwarf stuck) and connect it to a lever (preferably just outside the farm to keep track).  Bash through the river and wait until all your farmland is covered with 1/7 water.  Close the floodgate, wait until the water evaporates, and enjoy.  &lt;br /&gt;
*PRO TIP:  You will need more farms in the future, why not dig those tunnels out BEFORE you flood the irrigation systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img192.imageshack.us/img192/9881/irrigation.gif Easy Irrigation]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=85078</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=85078"/>
		<updated>2010-04-06T12:37:42Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is currently necessary for farming, making it necessary to flood cavern floors with water. 1/7-deep water will evaporate quicker and is therefore most efficient. Use [[lever]]s and [[floodgates]] for safe flooding.&lt;br /&gt;
&lt;br /&gt;
The easiest way to irrigate your desired land in this version is having a river a Z level above your farm.  Unlike in the previous version, soil levels require irrigation before anything can be planted in them.&lt;br /&gt;
&lt;br /&gt;
From the middle of your future farm, go Z level up and mine out a channel.  From that channel, dig until you hit one tile before the river.  Place a floodgate somewhere in this tunnel (make sure not to get the dwarf stuck) and connect it to a lever (preferably just outside the farm to keep track).  Bash through the river and wait until all your farmland is covered with 1/7 water.  Close the floodgate, wait until the water evaporates, and enjoy.  &lt;br /&gt;
*PRO TIP:  You might want to avoid having anything above your farms! &lt;br /&gt;
*PRO TIP:  You will need more farms in the future, why not dig those tunnels out BEFORE you flood the irrigation systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img192.imageshack.us/img192/9881/irrigation.gif Easy Irrigation]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Underworld&amp;diff=85074</id>
		<title>v0.31:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Underworld&amp;diff=85074"/>
		<updated>2010-04-06T12:32:44Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Reaching Hell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Reaching Hell==&lt;br /&gt;
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi molten rock, which can not be cleared by digging but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. There will then be one of two ways through the impassible layer:&lt;br /&gt;
 &lt;br /&gt;
'''Digging through an adamantine vein:''' {{L|raw adamantine|Adamantine}} veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow centre of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow centre is located a different height - the risk is all part of the [[fun]].&lt;br /&gt;
Note that adamantine veins always seem to end in mid air, so once you breached the final layer you face a horde of demons which hovers directly below your feet.&lt;br /&gt;
&lt;br /&gt;
'''Entering a demonic fortress:''' These fortresses are found once per map tile, as frequent as the old [[40d:Eerie glowing pit|eerie glowing pits]]. They also go right through to Hell, however they are defended by undead creatures and demons on the lower levels. {{L|Demonic_Fortress|See the full page for more details}}.&lt;br /&gt;
&lt;br /&gt;
==Hell itself==&lt;br /&gt;
&lt;br /&gt;
[[File:eerie_cavern.png]]&lt;br /&gt;
&lt;br /&gt;
You will receive the above announcement upon piercing Hell . One frame later, you will get a second announcement (&amp;quot;Horrifying screams come from the darkness below&amp;quot;) and a massive amount of {{l|demon}}s will be spawned - the amount is variable but can fill many pages on the unit screen, so you'd do well to prepare for the worst. It is yet unclear whether the amount of demons is finite; in information exported from the legends screen, the population of demonic species is listed as &amp;quot;unnumbered,&amp;quot; a descriptor usually reserved for ants, worms, and other omnipresent vermin.&lt;br /&gt;
&lt;br /&gt;
Hell takes the shape of a large open cavern, seemingly infinitely wide and generally varying between 1 and 4z high, made of {{l|slade}}. Its rough floor slopes up and down, making it possible to walk around and explore should you get an adventurer down there. Far below that are glowing cracks that shoot red light up into the main cavern of Hell.&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=85073</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=85073"/>
		<updated>2010-04-06T12:31:06Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Magma seas are large, multi-level areas of [[magma]]. These can typically be found by around Z level -120 (though this seems to vary wildly). Around and under a magma sea is &amp;quot;Partially Melted Rock.&amp;quot; In addition, it is not uncommon to find multiple z-level pillars of {{L|Adamantine}} in magma seas. there is *major spoilers!* {{l|Curious_structure|another reason}} for it however, {{l|Hidden_Fun_Stuff|two reasons}} to be exact.&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=85070</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=85070"/>
		<updated>2010-04-06T12:28:07Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=85068</id>
		<title>v0.31 Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farm_plot&amp;diff=85068"/>
		<updated>2010-04-06T12:27:28Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In DF 31.01, Farm plots must now be constructed on mud. Mud is left behind when water evaporates. It is no longer possible to grow crops on sand. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Garanis|Garanis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baughn has stated that this is a bug, and likely to be fixed. [[User:Deimos56|Deimos]] 05:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I actually kind of like it. [[User:Garanis|Garanis]] 05:15, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
To each his own. Personally, I rather like the ability to farm with or without irrigation at will, but this is neither the time or place for such a discussion. [[User:Deimos56|Deimos]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:27, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farm_plot&amp;diff=85066</id>
		<title>v0.31:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farm_plot&amp;diff=85066"/>
		<updated>2010-04-06T12:26:02Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: added inside farm plots information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''farm plot''' is a building that allows {{L|dwarf|dwarves}} to grow {{L|plant}}s from {{L|seed}}s. Plants can be used for {{L|food}} or to {{L|brew}} {{L|alcohol}}. Farm plots built {{L|outside}} have completely different crops than farm plots built inside. &lt;br /&gt;
&lt;br /&gt;
== Outside Farm Plots ==&lt;br /&gt;
&lt;br /&gt;
In large fortresses, farming is the most compact way of producing food. Some early forts can subsist with {{L|herbalist}}s collecting plants from {{L|bush}}es outside  but that is insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crops}} for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Inside Farm Plots ==&lt;br /&gt;
Unlike outside farms, Inside plots need [[Mud]] in order to produce crops.  Underground caves will most often have multiple [[Mud|Piles of mud]] to build inside plots on, but any other location requires you to [[irrigate]] the desired location first.&lt;br /&gt;
 &lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Farming}}, for a complete guide&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{L|Category:Buildings}}&lt;br /&gt;
{{L|Category:Agriculture}}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bookkeeper&amp;diff=85045</id>
		<title>v0.31:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bookkeeper&amp;diff=85045"/>
		<updated>2010-04-06T12:10:40Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Bookkeeper&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function=&lt;br /&gt;
* Accurate accounting of {{L|stocks}} and {{L|wealth}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper is an appointed {{L|Noble}} who updates the {{L|stocks}} and {{L|created wealth}} screens with more accurate information. The Bookkeeper needs to work in an [[office]] to do this job. The Bookkeeper uses the {{L|Record keeper}} skill, which grants the profession {{L|Clerk}}.&lt;br /&gt;
&lt;br /&gt;
The desired level of accuracy can be set in the {{key|s}}ettings menu from the {{key|n}}obles screen (when the Bookkeeper is highlighted). Above the lowest level of accuracy, the bookkeeper needs a {{L|meager office}}. He must work not only to attain an accuracy level, but also to maintain it.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BOOKKEEPER]&lt;br /&gt;
	[NAME:bookkeeper:bookkeepers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:ACCOUNTING]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:180]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Release_information&amp;diff=84440</id>
		<title>v0.31 Talk:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Release_information&amp;diff=84440"/>
		<updated>2010-04-05T21:10:44Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: Bottomless Pits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==New Articles sharing old Titles==&lt;br /&gt;
Some confusion may exist about how to edit/rewrite existing articles if/when the new version and old have conflicts.  These conflicts could be in the detail, or in entirely and radically different presentation of the same &amp;quot;game term&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
I'll use the game-term &amp;quot;wound&amp;quot; as an example, since it seems quite probable that that will change and the present article may need some sort of rewrite for the next version. &lt;br /&gt;
&lt;br /&gt;
The Admin have established different &amp;quot;namespaces&amp;quot; for different versions - so there is 40d (the &amp;quot;current&amp;quot; version, for another week or so at least), and there ''will be'' another namespace for the upcoming version, currently known as &amp;quot;DF2010&amp;quot;, but not for long.*  As an aid, there is also a &amp;quot;cv&amp;quot; function, which is &amp;quot;current version&amp;quot; - this can be automatically updated whenever the &amp;quot;current version&amp;quot; does.  Each of these will allow older versions to maintain their existing wiki articles after a new version is released.&lt;br /&gt;
&lt;br /&gt;
: What will happen is this: &lt;br /&gt;
*In the 40d namespace, the ''existing'' &amp;quot;wound&amp;quot; article, '''[[40d:wound]]''', will remain as is, untouched - still valid and accurate as it stands for this version. &lt;br /&gt;
*A ''new'' article will be created for &amp;quot;'''[[DF2010:Release_Information#Wounds_and_injuries|( newversion# ):wound]]'''&amp;quot;, to be forever consistent with all other newversion# articles.*&lt;br /&gt;
*The Search term &amp;quot;[[wound]]&amp;quot; (also known as &amp;quot;mainspace&amp;quot;, page title = &amp;quot;wound&amp;quot; with no version modifier) will redirect to &amp;quot;'''[[cv:wound|cv:wound]]'''&amp;quot;, which it does now (or should), so no edit is necessary there.  ''(&amp;quot;cv&amp;quot; = &amp;quot;current version&amp;quot;, so &amp;quot;wound&amp;quot; redirects to 40d now, and will redirect to the next version as soon as we have that one up and running.*)''&lt;br /&gt;
That's how it's going to work with many, ''many'' articles that share names but not details between the present version and the one we might have within a week.&lt;br /&gt;
:''(* All users should be conscious that there will be no [[version]] called &amp;quot;DF2010&amp;quot; - it will have a significant reference number like &amp;quot;40d&amp;quot; or &amp;quot;23a&amp;quot; or whatever, but exactly what that number will be we won't know until [[Toady]] tells us, which might not be until the release itself.)''&lt;br /&gt;
&lt;br /&gt;
Now, that said, it's also possible that older article names, previous organization of related terms into &amp;quot;umbrella&amp;quot; articles, and significant article titles may get reworked. As a case in point, the current umbrella article for &amp;quot;DF2010 wound&amp;quot; is currently [[hospital]].  Each concept, each article and/or group of related terms should be considered both by itself and with regard to others. It may take some reshuffling, so be aware and stay flexible.&lt;br /&gt;
--[[User:Albedo|Albedo]] 21:32, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==(misc initial reactions to announcement)==&lt;br /&gt;
50-100 layers? That’s so &amp;lt;s&amp;gt;sweet&amp;lt;/s&amp;gt;dwarfish! Looking forward!&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:WFrag|WFrag]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Looking forward to a lot of game lag! Can you say 1 frame/second? Urgh... ''(and remember to sign your comments, pls!)''--[[User:Albedo|Albedo]] 05:38, 27 February 2010 (UTC)&lt;br /&gt;
::Thought of that too, but I really hope closing mined out parts with walls will help. Haven't tried on current version, though. &amp;lt;small&amp;gt;&amp;amp;ndash; ANOTHER [[template:unsigned|unsigned]] comment by [[User:WFrag|WFrag]]&amp;lt;/small&amp;gt;10:49, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The material system has been rewritten, and just about everything is made from a material now.&amp;quot; Does this potentially mean that constructions can burn and melt now with the 2010 version?--[[User:Jargo|Jargo]] 2:48 PST, March 02 2010&lt;br /&gt;
:I think I remember hearing Toady say that constructions *wouldn't* burn or melt yet, but I could be imagining that. --[[User:Doomchild|Doomchild]] 20:47, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarfs realize fire is bad? - anon&lt;br /&gt;
:No, i read on the forums they still don't :) --[[User:Qiu|Qiu]] 20:03, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This page is in dire need of [[material]] links.&lt;br /&gt;
&lt;br /&gt;
how about armor for wardogs? [[User:Wunksta|Wunksta]] 21:34, 17 March 2010 (UTC)&lt;br /&gt;
:There's a &amp;quot;suggestions&amp;quot; sub-forum in the [[forums]].--[[User:Albedo|Albedo]] 00:40, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overview of &amp;quot;2010&amp;quot; once it's released? ==&lt;br /&gt;
&lt;br /&gt;
Once the new version is released, the new articles will start being written (as &amp;quot;fact&amp;quot;, rather than guesswork) - cool.  Then this page will be... what? I'm wondering... Mason posted this:&lt;br /&gt;
 I had actually originally intended to take the DF2010 article and split it into a bunch of articles&lt;br /&gt;
 so people can read about each of the new features in a full article that would later develop into &lt;br /&gt;
 the details when they were available after release.&lt;br /&gt;
Well, that's not practical for a number of reasons, as we're finding out.&lt;br /&gt;
&lt;br /&gt;
But would it be an idea to break this article into a ''very few'' &amp;quot;What has changed?&amp;quot; articles, to help players know what they should read up on? Some stuff won't change, a LOT of stuff won't matter in game play (raw changes, &amp;quot;hair&amp;quot;, some combat, etc), some will be optional/advanced ''(for example, you either use Burrows, or you don't - but if you don't, the game won't kill you for your oversight. I hope.)''  But some will be IMPORTANT to know and be aware of - and while we don't want redundant articles explaining those changes, an article ''pointing to'' the important, critical changes that players &amp;quot;should read&amp;quot; might be a good thing, and a natural development from this article.&lt;br /&gt;
&lt;br /&gt;
~IF~ users want to go there, this should be broken up into a series of several categories, linked from the top of this page - perhaps each titled &amp;quot;[[Ver1234: What has changed with _______]]&amp;quot;.  In those, one will not see the changes, merely a list of what ''has'' changed, and links to those articles. I see &amp;quot;What has changed with: '''Combat''' (inc Arenas, which is a &amp;quot;combat sandbox&amp;quot;), '''Healing''', the '''World''' (inc creatures, materials, the map, underground features, world gen)... and I think that might cover it.  If someone wanted to do '''Modding''', I could certainly see that too, even if it overlapped with some of the above. &lt;br /&gt;
&lt;br /&gt;
Again - these would not be overview - the idea is that not much detail whatsoever will be on these pages, rather to simply point to those articles that will explain the important changes in that category, and be tighter and more relevant to &amp;quot;important changes&amp;quot; than this beast.&lt;br /&gt;
Thoughts?--[[User:Albedo|Albedo]] 16:51, 22 March 2010 (UTC)&lt;br /&gt;
: I think that's a great idea.  I think the best thing to do though is take this article after release and have some brief &amp;quot;overview&amp;quot; information about the version.  Some details about the major features (ex: &amp;quot;[[Burrows]] allow you to group dwarves into particular areas&amp;quot;), and then we can have a list of changes afterwords. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:38, 22 March 2010 (UTC)&lt;br /&gt;
::Well, what I'd rather ''not'' see is a quick and dirty &amp;quot;explanation&amp;quot; of a subject - like &amp;quot;burrows&amp;quot;, which is then fully explained elsewhere - that breaks the &amp;quot;no redundancy&amp;quot; rule, and accomplishes little that the main article wouldn't (in theory). Rather, these would act as a clearing house, trying to give players a rough overview of what articles they ''should'' read and what are less important. For &amp;quot;burrows&amp;quot;, a simple line like ''&amp;quot;Burrows allow you to group your dwarves by area - read [[burrows]]&amp;quot;''.  Each user can then decide if they want to read that or not. But for game-''critical'' changes, like how a dwarf heals, these articles would emphasize that &amp;quot;You should read how it works now&amp;quot;.  And the flipside, for those that are completely behind the scenes, the user is told they can safely ignore them if they choose and their fortress won't fail because of the changes.--[[User:Albedo|Albedo]] 20:56, 23 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== new.df/wagn? ==&lt;br /&gt;
&lt;br /&gt;
The links to new.df.magmawiki.net/wagn/Burrows aren't working. What was that pointing to? --[[User:Bombcar|Bombcar]] 21:33, 27 March 2010 (UTC)&lt;br /&gt;
:Just to [[Burrows]] AFAIK. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 27 March 2010 (UTC)&lt;br /&gt;
::It was pointing to an idea that was abandoned.--[[User:Albedo|Albedo]] 16:25, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== release date reference ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have the link to where Toady actually mentions an upcoming release date? In the forums, I presume - just curious as to what was said exactly. thnx.--[[User:Albedo|Albedo]] 17:19, 29 March 2010 (UTC)&lt;br /&gt;
* [http://www.bay12games.com/dwarves/dev_now.html The Dev Blog] the 03/26/2010 post. --{{User:Syzgyn/Sig}} 18:05, 29 March 2010 (UTC)]&lt;br /&gt;
::Thnx!--[[User:Albedo|Albedo]] 18:25, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bottomless pits ==&lt;br /&gt;
Spoiler warning: (Bottomless pits still exist, but at the very, Very, bottom of a cave.  Under the magma.  An Adamantine vein is required to be able to dig through enough Magma to reach it. [[User:Kenji 03|Kenji 03]] 21:10, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
There is a {{L|Known bugs and issues}} page.  Bugs section on this page should be merged into that. --[[User:Squirrelloid|Squirrelloid]] 18:31, 2 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=84436</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=84436"/>
		<updated>2010-04-05T21:09:09Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* The Underground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The new version, '''DF 0.31.01''', has been released for general download - and, no, this is not an April Fool's joke.  &lt;br /&gt;
:See here: http://www.bay12games.com/dwarves/index.html&lt;br /&gt;
&lt;br /&gt;
{{AV}}&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new [[version]].  It also lists to pages about entirely new subjects introduced in this [[version]], such as [[Burrows]], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  Materials ===&lt;br /&gt;
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.&lt;br /&gt;
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.&lt;br /&gt;
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the {{l|color}} of the wood.&lt;br /&gt;
* Material breath [[weapons]] are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain {{l|materials}} ({{l|blood}}, snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of [[gold]].&lt;br /&gt;
** This also works for {{l|materials}} such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* {{l|Weapons}} and {{l|armor}} now use various &amp;quot;real world&amp;quot; {{l|attributes}} to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal}}) uses the following:&lt;br /&gt;
** '''{{l|Density}}'''&lt;br /&gt;
** '''{{l|Impact/shear yield}}'''&lt;br /&gt;
** '''{{l|Impact/shear fracture}}'''&lt;br /&gt;
** '''{{l|Impact/shear elasticity}}'''&lt;br /&gt;
** '''{{l|Edge}}'''&lt;br /&gt;
&lt;br /&gt;
===  {{l|Raws}} ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the [[Nobles (DF2010)|new military positions]] (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* {{l|Attributes}} have also moved into the {{l|raws}}, allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raws}}.&lt;br /&gt;
** Some {{l|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.&lt;br /&gt;
* A {{l|region}}'s raw files are now stored in their respective {{l|save}} folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series [Not implemented in first release]=== &lt;br /&gt;
* Translucent [[tilesets]] are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such [[init.txt|init.txt settings]] are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple [[keys]] to one command.&lt;br /&gt;
** You can create keyboard [[macros]].&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  Arenas ===&lt;br /&gt;
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
*  The Arena is accessed via a special mode that has to be turned on in the init file.&lt;br /&gt;
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.&lt;br /&gt;
** [[Items]] can be made out of any of the current logical [[materials]]&lt;br /&gt;
* You can also assign them to teams or have them go at it solo&lt;br /&gt;
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]&lt;br /&gt;
* You can also edit the layout of the arena by adding or removing water and magma and so on.&lt;br /&gt;
&lt;br /&gt;
=== World Generation ===&lt;br /&gt;
* Island-type worlds are now the default choice&lt;br /&gt;
* An (incomplete) XML dump option of a world is now available.&lt;br /&gt;
&lt;br /&gt;
=== Controlling which announcements pause and recenter ===&lt;br /&gt;
&lt;br /&gt;
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which {{L|announcement}}s do or don't cause the game to recenter and/or pause.  For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Nobles (DF2010)|Captains]]''' can be appointed under your '''[[Nobles (DF2010)|General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your [[schedules]] staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing [[soldier]]s to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Nobles (DF2010)|Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.  One such change is the addition of [[Combat Drills]].&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different [[squads]].&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* There is now a position called the '''[[Nobles (DF2010)|Arsenal Dwarf]]''' who handles various [[equipment]] delegation.&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all [[soldier]]s in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and wooden [[bolts]] for [[training]]. [[Squads]] will maintain such [[ammo]] counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any weapon now (they are not restricted to the current 6 [[weapons]]). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their [[quiver]] if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* [[Armor]] [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine [[damage]].&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the [[hammer]] itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger [[creatures]] by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a [[dragon]] covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as axes/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] [[armor]] would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs make or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown [[stone]] of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/[[skill]] is unused for a long period of time. The more rust the [[skill]] or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or [[skill]] in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning [[skill]]s easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a [[creatures]] ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] has been split into the following [[skill]]s:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''[[melee attack|melee]]''' and '''[[range attack]]''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 [[dwarf]] might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter [[creatures]] can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have beards!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a [[layer]] to reach one below it. Some [[layer]]s are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total [[size]].&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current [[thoughts]], age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign [[dwarves]] to them. [[Dwarves]] will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a [[burrow]] they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] (known as a Dormitory) and squad [[barracks]].&lt;br /&gt;
* Liaisons will be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the [[dwarf]]'s name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  [[Alerts]] and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) has been entirely redone. You may set several custom alerts with a user defined behavior. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read.&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these [[zones]] (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Nobles (DF2010)|chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new [[skill]]s.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor [[damage]] prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. [[Bone]]s can also [[pierce]] [[layer]]s, like having [[bone]] sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected [[wound]]s heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, [[vomit]]ing, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 [[layer]]s.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be near the very bottom [[layer]] (ex:-150z tiles).&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile [[flood]] (flags are kept when the [[flood]] got out to 30, roughly), it'll [[flood]] out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Chasms as they were in 40d are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground animalpeople can use crude [[weapons]] and mounts now.&lt;br /&gt;
** Batmen could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[Hidden Fun Stuff]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.&lt;br /&gt;
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and instead are invincible in worldgen. Don't expect to leave the Age of Myth.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to {{L|Known bugs and issues}}.  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Notes on new positions]]&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83651</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83651"/>
		<updated>2010-04-05T12:01:57Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
:*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
:*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83650</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83650"/>
		<updated>2010-04-05T12:01:02Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
:*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
:*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83646</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83646"/>
		<updated>2010-04-05T11:57:55Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Saves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
:*[[Wrestlering]] will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
:[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83644</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=83644"/>
		<updated>2010-04-05T11:56:58Z</updated>

		<summary type="html">&lt;p&gt;Kenji 03: /* Saves */ created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;(confirmation needed)&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:*#attempt to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:*#attempt to &amp;quot;pinch&amp;quot; various bodyparts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
:*[[Wrestlering]] will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
:[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
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== Creature Data ==&lt;br /&gt;
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*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
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== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
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== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
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== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
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== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
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== Items ==&lt;br /&gt;
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*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
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*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
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*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
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*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
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*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
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==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
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::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
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::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
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== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
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-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
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== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. [[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kenji 03</name></author>
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