<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mgrinshpon</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=Mgrinshpon"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Mgrinshpon"/>
	<updated>2026-07-06T15:39:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=152488</id>
		<title>v0.31 Talk:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=152488"/>
		<updated>2011-08-19T06:02:53Z</updated>

		<summary type="html">&lt;p&gt;Mgrinshpon: /* Artificial pasture? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you multiply a grazing creature's maximum SIZE by its GRAZER value, the result is almost always 60 million (yaks, muskoxen, deer, reindeer, and alpacas are slightly lower due to rounding); thus, all creatures graze at a rate proportional to their size. As such, the best livestock are the ones that grow up to the greatest size in the smallest amount of time, and the winner is the water buffalo, growing to 10,000kg within only 2 years. --[[User:Quietust|Quietust]] 19:45, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Added Pasture Size Suggestions ==&lt;br /&gt;
Based off !science! in the forums and tested these approximate suggestions will feed the animal and allow for regrowth and handle the trample. They are per-animal valued as best as they were tested. Further improvements could be made with better research into the distance a specific animal will cover.&lt;br /&gt;
&lt;br /&gt;
==Meaning of GRAZER value==&lt;br /&gt;
The actual number specified with the GRAZER token could have any number of meanings - the amount of nutrition gained from eating grass (i.e. the amount of grass removed from the tile when the animal eats), or how often the animal needs to eat (i.e. the rate at which it becomes hungry). Given that higher values equate to lower food consumption, the latter seems more likely. --[[User:Quietust|Quietust]] 19:54, 22 February 2011 (UTC)&lt;br /&gt;
:: It actually reflects the nutrition gain. Hunger rate is fixed at 1 per frame. A tile of [dense] grass is good for 1000 frames of grazing. Elephants gain 12 nutrition from every 10-frame grazing session. [http://www.bay12forums.com/smf/index.php?topic=60554.msg2154630#msg2154630 Here] --[[User:Expedition leader|Expedition leader]] 20:48, 14 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals fighting in pasture==&lt;br /&gt;
Animals that I have placed into a pasture have been wrestling and kicking, to the point where I have a maimed sheep blinking at me and a constant stream of combat reports. Mostly these combats don't result in anything, aside from the footless sheep, but I'd like to prevent it if I could. Anyone else seeing this behavior?&lt;br /&gt;
:I am seeing it as well in .21. I have one very mean goat.&lt;br /&gt;
::this is intended behaviour (it was in the dev blog), you need a bigger pasture size, or one with more grass (or both) hungry animals in crowded places get unhappy, just like dwarves do and start throwing &amp;quot;tantrums&amp;quot;&lt;br /&gt;
:::Ahhh, that explains why I suddenly got a &amp;quot;The Stray Horse (tame) has become enraged&amp;quot; message when I moved my large mammals and my poultry flock into the same pasture so they'd all be closer to the butcher shop. [[User:Gentgeen|Gentgeen]] 05:29, 13 March 2011 (UTC)&lt;br /&gt;
:::: This is probably the most annoying new feature. I keep getting these random animals getting bones broken. Even got 1 of them who bled to death after suffering major wounds in practically every body part. And an angry mule KO-ed a pig with a kick to the head. They even rip ears off. My dog's ear has been lying in the meeting hall for 4 years now. And when I trained the dog about 2 years back, the Stray Dog ear became a Stray war Dog ear. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:38, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Removal of Grazer Tag==&lt;br /&gt;
Does anyone know of a way to edit the raws that will remove the grazer tag so an animal doesn't have to graze? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lennethare|Lennethare]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Er, just open the appropriate creature raw file in a text editor (such as Notepad), find the creature definition, locate the [GRAZER:xxx] tag, then remove it and save. If you want the changes to affect a specific world, edit the files in /data/save/regionX/raw/objects, otherwise edit the files in /raw/objects to make them apply to all subsequently generated worlds. --[[User:Quietust|Quietust]] 23:41, 14 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground Grazing==&lt;br /&gt;
Is it possible to feed animals underground with this update? [[Special:Contributions/97.90.179.98|97.90.179.98]] 22:42, 19 March 2011 (UTC)&lt;br /&gt;
:all caverns are full of grasslike fungi and moos, which cattle will graze without problem too--[[User:Rhenaya|Rhenaya]] 09:17, 24 March 2011 (UTC)&lt;br /&gt;
::well yes, if you have cattle in an underground pasture, your caverns will be full of moos.  I suspect you meant 'moss' in this context, though. [[Special:Contributions/194.200.65.239|194.200.65.239]] 10:26, 24 March 2011 (UTC)&lt;br /&gt;
:::you should make sound annoucnment D_D and add moos to cows though :x&lt;br /&gt;
&lt;br /&gt;
==Feeding of pets==&lt;br /&gt;
It seems pets are fed by their owners as soon as they are starving. Can anyone confirm this? My setup is a Giant beetle (Civilization Forge mod), which sits on a nestbox for months in a row. It went to starving state multiple times, before it vanished again, so I guess it must have been fed by someone. I am pretty sure it was no animal caretaker, as I should have none in my fortress. [[User:Qwertyu|Qwertyu]] 21:04, 4 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Update: The pet owner really feeds pets. I just saw him walk to his pet with a &amp;quot;give food&amp;quot; job active. Where would be the best place to put this info? Here (pets need not be pastured) or under pet? [[User:Qwertyu|Qwertyu]] 18:47, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starving water buffalo ==&lt;br /&gt;
&lt;br /&gt;
I had a water buffalo starve to death for some reason, despite it being in a pasture with plenty of grass (that it appeared to be eating).  With a grazer value of sixty, it should easily be able to feed itself, no?  Any idea what might have gone wrong? [[Special:Contributions/99.251.236.39|99.251.236.39]] 01:18, 18 April 2011 (UTC)&lt;br /&gt;
:I had a massive pasture (max size, but theres a couple of farm plots in it) assigned to about 50 animals, out of these maybe 3-4 were Water Buffaloes. After a while , I saw that many animals were hungry and transferred the water buffaloes to another pasture. Then the remaining 45+ animals all became satisfied (and this includes horses, donkeys, llamas, alpacas, cows, reindeer, mules, sheep and pigs). On the other hand a couple of water buffaloes, despite having a dedicated, untouched pasture to themselves, starved. The ones that survive are permanently hungry. I think this is the way they are built. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:38, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Self serve ==&lt;br /&gt;
anyone know if animals will feed themselves outside of a pasture? or will they just starve to death?[[User:Cpad|Cpad]] 04:01, 2 May 2011 (UTC)&lt;br /&gt;
:I haven't explicitly confirmed it, but I believe they will if they happen to be standing on grass for other reasons. If they're just congregating with dwarves in a meeting area with no grass then they will starve to death even with grass a few tiles away, but if they happen to be milling around in some place with grass they will eat even if there's no pasture zone there. --[[User:Ral|Ral]] 05:33, 2 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overcrowding ==&lt;br /&gt;
&lt;br /&gt;
I've just added a section to the article titled Overcrowding.  It seems like it's worth mentioning beyond just here on the talk page.  But, it's a very slim section right now.  My hope is that someone has done some experimenting or has more details and will expand it.  From my own experience, all I can add is that I've seen tame animals even attack my dwarves.  I assume this was due to overcrowding angst.  If others can verify, that could be added. [[User:Vitriolum|Vitriolum]] 01:02, 3 June 2011 (UTC)&lt;br /&gt;
:I slightly expanded the overcrowding section based on my own experience. After some testing, I discovered animals will only fight with animals which they compete for territory. I had one pasture zone overlapping a single tile of a 4x1 pasture zone, and the creatures in each pasture got in a fight a few times. I moved the second pasture over a single tile, and although the size of the pasture was the same, the animals stopped fighting. In conclusion, if your pastures are not 'contested', then your animals will not 'compete'. -- [[User:RadGH|RadGH]] 04:35, 15 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artificial pasture? ==&lt;br /&gt;
&lt;br /&gt;
Can fungi, lichens, etc grow on irrigated cavern floors (i.e. mud), clay, and soil levels? Can I basically make a massive underground pasture for my pets for them to feed on forever? [[User:Mgrinshpon|Mgrinshpon]] 06:02, 19 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mgrinshpon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=135174</id>
		<title>User:Mgrinshpon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=135174"/>
		<updated>2011-01-21T03:25:34Z</updated>

		<summary type="html">&lt;p&gt;Mgrinshpon: /* Starting build ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mgrinshpon&lt;br /&gt;
&lt;br /&gt;
*Master Wikiman&lt;br /&gt;
*Dabbling Dwarf Fortresser&lt;br /&gt;
&lt;br /&gt;
==Personal notes==&lt;br /&gt;
===Starting build ideas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|RockLeader&lt;br /&gt;
|Mason-5, Negotiate-1, Judge of Intent-1, Appraise-1, Organizer-1, Record Keeper-1&lt;br /&gt;
|-&lt;br /&gt;
|FarmerGrower&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|Stonesdorf&lt;br /&gt;
|Mining-5, Engraving-4, Stonecrafting-1&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, GemCutting-5&lt;br /&gt;
|-&lt;br /&gt;
|Lumberjackalist&lt;br /&gt;
|Woodcutting-4,Herbalism-3, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|DoctorCarper&lt;br /&gt;
|Carpentry-5, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|Mechadorf&lt;br /&gt;
|Mechanic-5, Building Designer-5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mgrinshpon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=135173</id>
		<title>User:Mgrinshpon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=135173"/>
		<updated>2011-01-21T03:20:09Z</updated>

		<summary type="html">&lt;p&gt;Mgrinshpon: /* Starting build ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mgrinshpon&lt;br /&gt;
&lt;br /&gt;
*Master Wikiman&lt;br /&gt;
*Dabbling Dwarf Fortresser&lt;br /&gt;
&lt;br /&gt;
==Personal notes==&lt;br /&gt;
===Starting build ideas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|RockLeader&lt;br /&gt;
|Mason-5, Negotiate-1, Judge of Intent-1, Appraise-1, Organizer-1, Record Keeper-1&lt;br /&gt;
|-&lt;br /&gt;
|FarmerGrower&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|Miner&lt;br /&gt;
|Mining-5, Weaponsmithing-5/Mason-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, GemCutting-5&lt;br /&gt;
|-&lt;br /&gt;
|Lumberjackalist&lt;br /&gt;
|Woodcutting-4,Herbalism-3, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|DoctorCarper&lt;br /&gt;
|Carpentry-5, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|Mechadorf&lt;br /&gt;
|Mechanic-5, Building Designer-5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mgrinshpon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=135172</id>
		<title>User:Mgrinshpon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=135172"/>
		<updated>2011-01-21T03:08:19Z</updated>

		<summary type="html">&lt;p&gt;Mgrinshpon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mgrinshpon&lt;br /&gt;
&lt;br /&gt;
*Master Wikiman&lt;br /&gt;
*Dabbling Dwarf Fortresser&lt;br /&gt;
&lt;br /&gt;
==Personal notes==&lt;br /&gt;
===Starting build ideas===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-2, Engraving-3&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-1, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-3, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, Threshing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Record Keeper&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Building Designer-4, Mechanic&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mgrinshpon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=127224</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=127224"/>
		<updated>2010-09-07T16:30:34Z</updated>

		<summary type="html">&lt;p&gt;Mgrinshpon: /* Obsidian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Question about save raws==&lt;br /&gt;
&lt;br /&gt;
What if we just mod the raws in the save directory (\data\save\region 2\raw)?  Are you sure that we still need to regen the world? Or does it still cause instabilities? And this is the wrong place for this question, isn't it? ... ah, well, but this is where I'll know to find it again later...   -  lost 08:40, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
: The following works. Don't forget to add it to raw/objects/entity_default.text and then regen your world like the others. Modify as needed for any other plant.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;pre&amp;gt;&lt;br /&gt;
::[REACTION:F_PLUMP_HELMETS]&lt;br /&gt;
::[NAME:create plump helmets]&lt;br /&gt;
::[BUILDING:SMELTER:NONE]&lt;br /&gt;
::[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP][PRODUCT_DIMENSION:150]&lt;br /&gt;
::[SKILL:SMELT]&lt;br /&gt;
::&amp;lt;/pre&amp;gt;&lt;br /&gt;
:-20:18, 20 April 2010 (UTC)&lt;br /&gt;
::Is the PRODUCT_DIMENSION actually necessary? --[[User:Quietust|Quietust]] 20:24, 20 April 2010 (UTC)&lt;br /&gt;
:::I'm not actually sure. I just modified the Free_Wood reaction that was listed on the page to create plump helmets. -21:10, 23 April 2010 (UTC)&lt;br /&gt;
::::PRODUCT_DIMENSION is not needed. In a related topic, I made a reaction that has a chance to produce any of the edible plants, and it appears that they all work--for eating raw, processing for fibers, brewing, cooking, etc.--so I'm going to remove the bit about the ones besides sweet pods and sun berries not being tested. [[Special:Contributions/98.151.26.202|98.151.26.202]] 07:38, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;br /&gt;
:Such features do not even exist in the old sense, they've either been removed or integrated into the current world geography in such a way that &amp;quot;finding&amp;quot; them would be pointless. Regardless of that reasoning, I tested it and it does not reveal anything. Removing... [[User:Trorbes|Trorbes]] 05:25, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help== &lt;br /&gt;
Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...&lt;br /&gt;
*I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --[[User:Samthere|Samthere]] 01:30, 11 April 2010 (UTC)&lt;br /&gt;
**Thanks.  I'll try that.&lt;br /&gt;
&lt;br /&gt;
==Reengineered==&lt;br /&gt;
&lt;br /&gt;
*Is there a reason why you replaced functional additions to raws with incomplete additions to raws and modifications to existing raws that mess up original reactions?&lt;br /&gt;
&lt;br /&gt;
Please check that whatever you add is correct and complete material.&lt;br /&gt;
*the reactions were working just fine for me as they are, so I assumed it was unnecessary. Presumably there was some sort of fluke for me. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
**the reactions you listed would do nothing on their own for anyone else who added them because they also require coresponding entries of PERMITTED_REACTION to entity_default.txt under ENTITY:MOUNTAIN. I suggest you read the material you deleted to see how reactions are done properly or consult modding tutorials on the forum. There should be a minimum quality standard on wiki so that the content is whole and useful.&lt;br /&gt;
***Yes. I know there is. However, I tested all of the mods and they worked for me, so I saw no need to check the forums. I know what I was missing, I know why and it's there now in any case, so I don't think there's really any point in continuing this. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
&lt;br /&gt;
==Shells==&lt;br /&gt;
Anyone have a method to allow you to get shells in a map without turtles without creating a new world.  Everything I've tried so far has failed miserably.&lt;br /&gt;
* you can add shell as body part to existing animal by making additions to their raws and then butcher them for shell, search the modding sub-forum for details&lt;br /&gt;
&lt;br /&gt;
== more bonuses ==&lt;br /&gt;
&lt;br /&gt;
in addition to [NOFEAR] and others, you could add [EXTRAVISION], [NOTHOUGHT], AND [NOEMOTION] as well. I actually got them from the bronze collossus.&lt;br /&gt;
*As did I. I was assuming people would want their dwarves to think.&lt;br /&gt;
&lt;br /&gt;
== About attribute and skill decay ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure nothing in the &amp;quot;Tinkering with the dwarven soul&amp;quot; section works. My dwarves' attributes keep dropping, as well as skill levels. I've tried with various numerical values as well as with :NONE:. Attributes -never- go up, or stay same, they can only go down. Skill levels go up just as fast as before, no faster, no slower. Created a new (pocket) world every time after making modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT BY STARGEM:  I have been able to reliably increase Strength, Endurance, and Agility through these means.  Unfortunately, it seems that most attributes do not have tasks or actions linked to them, so they are never exercised at all.  The same goes for Skill_Rates, so I think these issues have to be corrected by Toady before Tinkering with Souls can fully work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra free stuff==&lt;br /&gt;
&lt;br /&gt;
Is there any way to generate other finite resources like water or animals? Aside from being hilarious to see an elephant grow out of a workshop, in maps like deserts water could be generated an put into an underground pool. Any thoughts on how to do this?&lt;br /&gt;
P.S: I heard someone on the forums generated vomit blocks, so I know it can be done.&lt;br /&gt;
:I don't know about generating water, but generating animals doesn't work. Well, it DOES work, but the animals generated are vermin-size and cannot move around on their own or be butchered. [[User:JohnnyMadhouse|JohnnyMadhouse]] 15:43, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
I'm getting tired of mining and using obsidian factories to make my forboding doom towers. I tried adding an obsidian reaction to the smelter but to no avail. Is there a way to make it, even though it's not technically not a metal? [[User:Mgrinshpon|Mgrinshpon]] 16:30, 7 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mgrinshpon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=127223</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=127223"/>
		<updated>2010-09-07T16:29:12Z</updated>

		<summary type="html">&lt;p&gt;Mgrinshpon: /* Obsidian */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Question about save raws==&lt;br /&gt;
&lt;br /&gt;
What if we just mod the raws in the save directory (\data\save\region 2\raw)?  Are you sure that we still need to regen the world? Or does it still cause instabilities? And this is the wrong place for this question, isn't it? ... ah, well, but this is where I'll know to find it again later...   -  lost 08:40, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
: The following works. Don't forget to add it to raw/objects/entity_default.text and then regen your world like the others. Modify as needed for any other plant.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;pre&amp;gt;&lt;br /&gt;
::[REACTION:F_PLUMP_HELMETS]&lt;br /&gt;
::[NAME:create plump helmets]&lt;br /&gt;
::[BUILDING:SMELTER:NONE]&lt;br /&gt;
::[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP][PRODUCT_DIMENSION:150]&lt;br /&gt;
::[SKILL:SMELT]&lt;br /&gt;
::&amp;lt;/pre&amp;gt;&lt;br /&gt;
:-20:18, 20 April 2010 (UTC)&lt;br /&gt;
::Is the PRODUCT_DIMENSION actually necessary? --[[User:Quietust|Quietust]] 20:24, 20 April 2010 (UTC)&lt;br /&gt;
:::I'm not actually sure. I just modified the Free_Wood reaction that was listed on the page to create plump helmets. -21:10, 23 April 2010 (UTC)&lt;br /&gt;
::::PRODUCT_DIMENSION is not needed. In a related topic, I made a reaction that has a chance to produce any of the edible plants, and it appears that they all work--for eating raw, processing for fibers, brewing, cooking, etc.--so I'm going to remove the bit about the ones besides sweet pods and sun berries not being tested. [[Special:Contributions/98.151.26.202|98.151.26.202]] 07:38, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;br /&gt;
:Such features do not even exist in the old sense, they've either been removed or integrated into the current world geography in such a way that &amp;quot;finding&amp;quot; them would be pointless. Regardless of that reasoning, I tested it and it does not reveal anything. Removing... [[User:Trorbes|Trorbes]] 05:25, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help== &lt;br /&gt;
Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...&lt;br /&gt;
*I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --[[User:Samthere|Samthere]] 01:30, 11 April 2010 (UTC)&lt;br /&gt;
**Thanks.  I'll try that.&lt;br /&gt;
&lt;br /&gt;
==Reengineered==&lt;br /&gt;
&lt;br /&gt;
*Is there a reason why you replaced functional additions to raws with incomplete additions to raws and modifications to existing raws that mess up original reactions?&lt;br /&gt;
&lt;br /&gt;
Please check that whatever you add is correct and complete material.&lt;br /&gt;
*the reactions were working just fine for me as they are, so I assumed it was unnecessary. Presumably there was some sort of fluke for me. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
**the reactions you listed would do nothing on their own for anyone else who added them because they also require coresponding entries of PERMITTED_REACTION to entity_default.txt under ENTITY:MOUNTAIN. I suggest you read the material you deleted to see how reactions are done properly or consult modding tutorials on the forum. There should be a minimum quality standard on wiki so that the content is whole and useful.&lt;br /&gt;
***Yes. I know there is. However, I tested all of the mods and they worked for me, so I saw no need to check the forums. I know what I was missing, I know why and it's there now in any case, so I don't think there's really any point in continuing this. -[[User:Reengineered|Reengineered]]&lt;br /&gt;
&lt;br /&gt;
==Shells==&lt;br /&gt;
Anyone have a method to allow you to get shells in a map without turtles without creating a new world.  Everything I've tried so far has failed miserably.&lt;br /&gt;
* you can add shell as body part to existing animal by making additions to their raws and then butcher them for shell, search the modding sub-forum for details&lt;br /&gt;
&lt;br /&gt;
== more bonuses ==&lt;br /&gt;
&lt;br /&gt;
in addition to [NOFEAR] and others, you could add [EXTRAVISION], [NOTHOUGHT], AND [NOEMOTION] as well. I actually got them from the bronze collossus.&lt;br /&gt;
*As did I. I was assuming people would want their dwarves to think.&lt;br /&gt;
&lt;br /&gt;
== About attribute and skill decay ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure nothing in the &amp;quot;Tinkering with the dwarven soul&amp;quot; section works. My dwarves' attributes keep dropping, as well as skill levels. I've tried with various numerical values as well as with :NONE:. Attributes -never- go up, or stay same, they can only go down. Skill levels go up just as fast as before, no faster, no slower. Created a new (pocket) world every time after making modifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT BY STARGEM:  I have been able to reliably increase Strength, Endurance, and Agility through these means.  Unfortunately, it seems that most attributes do not have tasks or actions linked to them, so they are never exercised at all.  The same goes for Skill_Rates, so I think these issues have to be corrected by Toady before Tinkering with Souls can fully work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra free stuff==&lt;br /&gt;
&lt;br /&gt;
Is there any way to generate other finite resources like water or animals? Aside from being hilarious to see an elephant grow out of a workshop, in maps like deserts water could be generated an put into an underground pool. Any thoughts on how to do this?&lt;br /&gt;
P.S: I heard someone on the forums generated vomit blocks, so I know it can be done.&lt;br /&gt;
:I don't know about generating water, but generating animals doesn't work. Well, it DOES work, but the animals generated are vermin-size and cannot move around on their own or be butchered. [[User:JohnnyMadhouse|JohnnyMadhouse]] 15:43, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
I'm getting tired of mining and using obsidian factories to make my forboding doom towers. I tried adding an obsidian reaction to the smelter but to no avail. Is there a way to make it, even though it's not technically not a metal?&lt;/div&gt;</summary>
		<author><name>Mgrinshpon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=121646</id>
		<title>User:Mgrinshpon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mgrinshpon&amp;diff=121646"/>
		<updated>2010-07-16T13:18:30Z</updated>

		<summary type="html">&lt;p&gt;Mgrinshpon: Created page with 'mgrinshpon  *Master Wikiman *Dabbling Dwarf Fortresser'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mgrinshpon&lt;br /&gt;
&lt;br /&gt;
*Master Wikiman&lt;br /&gt;
*Dabbling Dwarf Fortresser&lt;/div&gt;</summary>
		<author><name>Mgrinshpon</name></author>
	</entry>
</feed>