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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Masennus</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Masennus"/>
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	<updated>2026-07-21T21:22:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tanner%27s_shop&amp;diff=119440</id>
		<title>v0.31:Tanner's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tanner%27s_shop&amp;diff=119440"/>
		<updated>2010-06-24T06:29:04Z</updated>

		<summary type="html">&lt;p&gt;Masennus: Added instructions for using the manager to manually queue tanning jobs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Workshop|name=Tanner's shop|key=n|job=Tanning&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Tanner|Tanning}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Skin|Hide}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Leather}}&lt;br /&gt;
}}&lt;br /&gt;
A '''tanner's shop''' is used to make skin from a {{L|Butcher's shop|butchered}} animal into {{L|leather}}.&lt;br /&gt;
&lt;br /&gt;
The 'tan a hide' job, to perform this is automatically triggered after the game notices that there is skin to be tanned.  The player can turn off this behaviour by going into the {{K|o}}rders menu, choosing {{K|W}}orkshop Orders, and then turning Auto {{K|t}}an off.&lt;br /&gt;
&lt;br /&gt;
If you have turned Auto Tan off your {{L|manager}} ({{K|u}}nits, {{K|m}}anager) can manually queue &amp;quot;Tan a Hide&amp;quot; jobs. You cannot queue them from the workshop menu. This is also useful if for some reason Auto Tan ignores a skin.&lt;br /&gt;
&lt;br /&gt;
A tanner's shop is operated by any dwarf with the 'tanning' {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Masennus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=119400</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=119400"/>
		<updated>2010-06-23T20:02:23Z</updated>

		<summary type="html">&lt;p&gt;Masennus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker spends doing other jobs. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;br /&gt;
::You're making quite a few assumptions there, Architect, and needlessly criticising people rather than trying to provide anything that helps. How about you get your finger out your ass and contribute something instead? But if you just want to criticise, then here you go. Brand new fort with a proficient milker and just one female cow. I've made a farmer's workshop and placed a furniture stockpile right beside it and a 3x3 meeting area (where the milker and the cow will linger after dismantling the wagon) two tiles away from the workshop. Therefore, everything I need is right beside the workshop and there's no wasted time (and because I still only have seven dwarves, my manager doesn't need an office and tasks are sorted out without waiting for them to faff around in an office for a couple of days); to add to this, all hauling/cleaning duties have been disabled on the milker so he's not wasting time carrying a bucket from the workshop to the stockpile after every failed job attempt. It took a few days for me to get things sorted, but I eventually got the manager to assign 5 milking jobs. The first was completed on 10th of Granite. The second was completed on 1st of Slate. The third was completed on 20th of Slate. The fourth was completed on the 12th of Felsite. The fifth was completed on the 1st of Hematite. This test has enough samples to take into account short delays for eating/drinking/sleeping, but results are fairly consistent - the milker was attempting to milk the cow about once every two days and was successful after 18-20 days. It's believed that a day lasts 1,200 ticks and cows have the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. 20,000 ticks is just under 17 days...so, on a hunch I've edited the raws changing that 20000 to 5000, then started a new game with the same setup as above. Cow was first milked on Granite 4th, and then again on Granite 10th. So there you go, the cow can be milked after 20,000 ticks, which is roughly 17 days. -- [[User:Pushy|Pushy]] 12:16, 29 April 2010 (UTC)&lt;br /&gt;
:::Well your attitude sucks, but at least you've got the info we needed. Thanks. [[User:The Architect|The Architect]] 17:28, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cages==&lt;br /&gt;
The comment that an animal in a cage can be milked left me with some questions. Perhaps we should clarify:&lt;br /&gt;
* Does milking an animal in a cage remove it from the cage?&lt;br /&gt;
::Yes. The dwarf with the task assigned will go to the cage with the animal and take it to the farmers workshop. Otherwise the farmer er.. Dwarf will have to wander around to find the animal.&lt;br /&gt;
** If so, is it automatically returned afterward? (Is this related to the tug of war issue?)&lt;br /&gt;
::Sometimes.  I haven't done it recently (.03-on) but in that version there was a bug which prevented the animal from being re-caged sometimes.  Often the dwarf would put the animal back in the cage.&lt;br /&gt;
** If not, is it milked at the cage, or is the cage carried to the workshop?&lt;br /&gt;
* Are there any restrictions on the cage needing to be constructed or non-constructed?&lt;br /&gt;
::Unconstructed cages are simply stockpile items. Usually cages have to be constructed before animals can be loaded into them.  I would assume this is true for milking as well.&lt;br /&gt;
* What happens if there are several milkable animals in the same cage?&lt;br /&gt;
::Probably chooses one randomly.--[[User:Kwieland|Kwieland]] 19:45, 23 June 2010 (UTC)&lt;br /&gt;
[[User:Masennus|Masennus]] 18:13, 23 June 2010 (UTC)&lt;br /&gt;
:I'm working on setting up a milking station. It will take a while for it to be fully functional as I only have one cow currently. The plan is to have a dedicated farmer's workshop with a 1x1 room with a cage full of various milkable creatures adjacent to it. I'll watch it to see if animals are returned automatically, and if the milker returns them. Let me know if there's anything else I should test.--[[User:Masennus|Masennus]] 20:01, 23 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Masennus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=119399</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=119399"/>
		<updated>2010-06-23T20:01:12Z</updated>

		<summary type="html">&lt;p&gt;Masennus: /* Cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker spends doing other jobs. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;br /&gt;
::You're making quite a few assumptions there, Architect, and needlessly criticising people rather than trying to provide anything that helps. How about you get your finger out your ass and contribute something instead? But if you just want to criticise, then here you go. Brand new fort with a proficient milker and just one female cow. I've made a farmer's workshop and placed a furniture stockpile right beside it and a 3x3 meeting area (where the milker and the cow will linger after dismantling the wagon) two tiles away from the workshop. Therefore, everything I need is right beside the workshop and there's no wasted time (and because I still only have seven dwarves, my manager doesn't need an office and tasks are sorted out without waiting for them to faff around in an office for a couple of days); to add to this, all hauling/cleaning duties have been disabled on the milker so he's not wasting time carrying a bucket from the workshop to the stockpile after every failed job attempt. It took a few days for me to get things sorted, but I eventually got the manager to assign 5 milking jobs. The first was completed on 10th of Granite. The second was completed on 1st of Slate. The third was completed on 20th of Slate. The fourth was completed on the 12th of Felsite. The fifth was completed on the 1st of Hematite. This test has enough samples to take into account short delays for eating/drinking/sleeping, but results are fairly consistent - the milker was attempting to milk the cow about once every two days and was successful after 18-20 days. It's believed that a day lasts 1,200 ticks and cows have the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. 20,000 ticks is just under 17 days...so, on a hunch I've edited the raws changing that 20000 to 5000, then started a new game with the same setup as above. Cow was first milked on Granite 4th, and then again on Granite 10th. So there you go, the cow can be milked after 20,000 ticks, which is roughly 17 days. -- [[User:Pushy|Pushy]] 12:16, 29 April 2010 (UTC)&lt;br /&gt;
:::Well your attitude sucks, but at least you've got the info we needed. Thanks. [[User:The Architect|The Architect]] 17:28, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cages==&lt;br /&gt;
The comment that an animal in a cage can be milked left me with some questions. Perhaps we should clarify:&lt;br /&gt;
* Does milking an animal in a cage remove it from the cage?&lt;br /&gt;
::Yes. The dwarf with the task assigned will go to the cage with the animal and take it to the farmers workshop. Otherwise the farmer er.. Dwarf will have to wander around to find the animal.&lt;br /&gt;
** If so, is it automatically returned afterward? (Is this related to the tug of war issue?)&lt;br /&gt;
::Sometimes.  I haven't done it recently (.03-on) but in that version there was a bug which prevented the animal from being re-caged sometimes.  Often the dwarf would put the animal back in the cage.&lt;br /&gt;
** If not, is it milked at the cage, or is the cage carried to the workshop?&lt;br /&gt;
* Are there any restrictions on the cage needing to be constructed or non-constructed?&lt;br /&gt;
::Unconstructed cages are simply stockpile items. Usually cages have to be constructed before animals can be loaded into them.  I would assume this is true for milking as well.&lt;br /&gt;
* What happens if there are several milkable animals in the same cage?&lt;br /&gt;
::Probably chooses one randomly.--[[User:Kwieland|Kwieland]] 19:45, 23 June 2010 (UTC)&lt;br /&gt;
[[User:Masennus|Masennus]] 18:13, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on setting up a milking station. It will take a while for it to be fully functional as I only have one cow currently. The plan is to have a dedicated farmer's workshop with a 1x1 room with a cage full of various milkable creatures adjacent to it. I'll watch it to see if animals are returned automatically, and if the milker returns them.--[[User:Masennus|Masennus]] 20:01, 23 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Masennus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=119393</id>
		<title>v0.31:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=119393"/>
		<updated>2010-06-23T18:23:19Z</updated>

		<summary type="html">&lt;p&gt;Masennus: Added a line to indicate that milling requires a bag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{Workshop|name=Millstone|key=M|job=[[Miller|Milling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Millstone]]&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Dwarven wheat flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Longland flour]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[plants]] to make [[flour]] and [[dye]]. Each [[milling]] job requires an empty [[bag]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]] that supplies it with 10 power units. If none is available, a [[quern]] can be used instead. Before they can be placed as a building, you must first build the millstone at a [[Mason's Workshop]].&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Masennus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=119392</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=119392"/>
		<updated>2010-06-23T18:13:40Z</updated>

		<summary type="html">&lt;p&gt;Masennus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker spends doing other jobs. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;br /&gt;
::You're making quite a few assumptions there, Architect, and needlessly criticising people rather than trying to provide anything that helps. How about you get your finger out your ass and contribute something instead? But if you just want to criticise, then here you go. Brand new fort with a proficient milker and just one female cow. I've made a farmer's workshop and placed a furniture stockpile right beside it and a 3x3 meeting area (where the milker and the cow will linger after dismantling the wagon) two tiles away from the workshop. Therefore, everything I need is right beside the workshop and there's no wasted time (and because I still only have seven dwarves, my manager doesn't need an office and tasks are sorted out without waiting for them to faff around in an office for a couple of days); to add to this, all hauling/cleaning duties have been disabled on the milker so he's not wasting time carrying a bucket from the workshop to the stockpile after every failed job attempt. It took a few days for me to get things sorted, but I eventually got the manager to assign 5 milking jobs. The first was completed on 10th of Granite. The second was completed on 1st of Slate. The third was completed on 20th of Slate. The fourth was completed on the 12th of Felsite. The fifth was completed on the 1st of Hematite. This test has enough samples to take into account short delays for eating/drinking/sleeping, but results are fairly consistent - the milker was attempting to milk the cow about once every two days and was successful after 18-20 days. It's believed that a day lasts 1,200 ticks and cows have the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. 20,000 ticks is just under 17 days...so, on a hunch I've edited the raws changing that 20000 to 5000, then started a new game with the same setup as above. Cow was first milked on Granite 4th, and then again on Granite 10th. So there you go, the cow can be milked after 20,000 ticks, which is roughly 17 days. -- [[User:Pushy|Pushy]] 12:16, 29 April 2010 (UTC)&lt;br /&gt;
:::Well your attitude sucks, but at least you've got the info we needed. Thanks. [[User:The Architect|The Architect]] 17:28, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cages==&lt;br /&gt;
The comment that an animal in a cage can be milked left me with some questions. Perhaps we should clarify:&lt;br /&gt;
* Does milking an animal in a cage remove it from the cage?&lt;br /&gt;
** If so, is it automatically returned afterward? (Is this related to the tug of war issue?)&lt;br /&gt;
** If not, is it milked at the cage, or is the cage carried to the workshop?&lt;br /&gt;
* Are there any restrictions on the cage needing to be constructed or non-constructed?&lt;br /&gt;
* What happens if there are several milkable animals in the same cage?&lt;br /&gt;
[[User:Masennus|Masennus]] 18:13, 23 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Masennus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=119390</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=119390"/>
		<updated>2010-06-23T18:03:27Z</updated>

		<summary type="html">&lt;p&gt;Masennus: Added link for farmer's workshop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Milk''' is a product {{L|extract}}ed from milkable {{L|creatures}}. Milk can be made into {{L|cheese}}, used in {{L|cook}}ing {{L|prepared meal}}s or consumed as is (counts as food, not drink).&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. Milking is done at a {{L|farmer's workshop}}, {{k|m}}ilk creature, and requires an empty {{L|bucket}}. The bucket will then be emptied into an empty {{L|barrel}} or fitting milk barrel on a food stockpile. Creatures assigned to {{L|cage}}s can be milked.&lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*{{L|Donkey}}&lt;br /&gt;
*{{L|Cow}}&lt;br /&gt;
*{{L|Horse}}&lt;br /&gt;
*{{L|Camel}}&lt;br /&gt;
*{{L|Purring maggot}}&lt;br /&gt;
*{{L|One-humped camel}}&lt;br /&gt;
*{{L|Two-humped camel}}&lt;br /&gt;
&lt;br /&gt;
The milker will not necessarily pick the closest animal available.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is marked in the RAW files with the following tag: [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. In this case, it is a cow and the time period is 20000 ticks, at roughly 1200 ticks per day. All creatures currently have this tag set to 20000, so there is no reason to favor one milkable creature over another, other than preference.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
&lt;br /&gt;
Sometimes two dwarves will have a tug-of-war over a creature if one decides it should be milked and the other wants to cage it. If you find your milking orders are taking ages, watch to see if this is occuring. It seems less likely to occur the closer the animal starts to the farmer's workshop, since the shorter route gives less time for the 'cage animal' job to be generated.&lt;/div&gt;</summary>
		<author><name>Masennus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterfall&amp;diff=46232</id>
		<title>40d Talk:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterfall&amp;diff=46232"/>
		<updated>2009-07-06T23:12:58Z</updated>

		<summary type="html">&lt;p&gt;Masennus: /* quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;You can engineer an indoor waterfall to take advantage of the happiness it causes. You need three z-levels to do this. On the bottom is the reservoir of water. The middle layer is the screw pump and the meeting hall where your dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole though the ceiling of the meeting hall. Under this hole is a grate that connects to the reservoir.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Wouldn't you need two [[screw pump]]s? --[[User:Gairabad|Gairabad]] 19:54, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You do. Since there are a whole lot more ways to engineer an indoor waterfall, and since this wiki generally tries to avoid telling players what exactly to build, I'll rewrite that. --[[User:Savok|Savok]] 20:39, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Engineering Methods==&lt;br /&gt;
&lt;br /&gt;
I think this article is doing a disservice. The wiki certainly does mention engineering methods and tips in many places (such as the excellent screwpump article.) It might be warranted noting things like what causes the happiness, for example - do you need to engineer it so that they merely see it, or must they walk through the mist? If the latter, is there a risk of flooding your fortress by building rooms exposed to the interior of an outdoor waterfall, and so on. The article as written is a bit barren. [[User:Lastofthelight|Lastofthelight]] 04:12, 11 January 2009 (EST)&lt;br /&gt;
:I wondered the same thing, so I set one up. Dwarfs seeing a waterfall has no effect.  They have to go through a tile with mist on it.--[[User:Kwieland|Kwieland]] 17:01, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==water splashing/spreading==&lt;br /&gt;
&lt;br /&gt;
I just opened a floodgate to a river that drops the water through the ceiling of my dining hall and into a 1 z-level deep channel in the middle of the room, which then goes into a tunnel then a channel outside.  the channel was 1x3 with ramps around it, but the water still appeared to splash out...I have 1/7 water over half the dining hall.  Is the assertion about water falling straight down correct in the article?  the channel is not full--I'm pretty sure it didn't hit 7/7 at all.  The water is flowing very fast, so is it possible the water plummeting through my dining hall is spreading out because it is briefly 3/7 or something in mid air? --[[User:Freshyq314|Freshyq314]] 23:29, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, my &amp;quot;divert an infinite water source through my dining hall&amp;quot; really sounds like [[fun]]... I still don't know a good way for my channel to get the water off the map.  I'd like to not flood the entire lowlands, where all my trees are.  Right now my channel goes to within a square of the map edge, but can't dig out that last bit, and I can't put constructions nearer than ~10 squares to the edge, so no pumping it out.  Any thoughts?  --[[User:Freshyq314|Freshyq314]] 23:29, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have observed the same as of 40d. Water falling 3 z levels can &amp;quot;land&amp;quot; over a 9x9 square.  Nice to know after the fact when you've started flooding your fortress, eh!&lt;br /&gt;
&lt;br /&gt;
==quality==&lt;br /&gt;
Do waterfalls have quality levels like wells? --[[User:Höhlenschreck|Höhlenschreck]] 18:46, 19 June 2009 (UTC)&lt;br /&gt;
:A waterfall is sort of a meta-construction. It isn't a single constructed object like a well. The individual parts of the waterfall can have quality levels (like the floor grates the water falls through.) I do not imagine that those quality levels impact the happiness imparted by the mist, but dwarves could certainly admire the nice grates as they walk by. --[[User:Masennus|Masennus]] 23:12, 6 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Masennus</name></author>
	</entry>
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