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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Natestg</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=Natestg"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Natestg"/>
	<updated>2026-05-27T14:01:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=292769</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=292769"/>
		<updated>2023-04-03T16:53:04Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dagger_sprite_preview.png|right]]A '''large dagger''' is an [[attack types|edged]] [[weapon]] that is essentially larger than a knife but smaller than a [[short sword]]. Compared to the standard short sword, large daggers have no &amp;quot;flat&amp;quot; attack and a significantly less lethal &amp;quot;slash&amp;quot; attack, but gain a much more vicious &amp;quot;stab&amp;quot; attack with 1/10 the contact area of a sword point. This makes large daggers particularly effective against [[armor]]ed opponents: an iron dagger has a fair chance to pierce even [[steel]] armor, and the resulting internal injuries can be debilitating and deadly.&lt;br /&gt;
&lt;br /&gt;
Large daggers use and train the [[knife user]] skill, and are common weapons for [[kobold]] and [[goblin]] thieves. As foreign weapons, dwarves cannot [[forge]] large daggers, limiting supply to whatever low-[[quality]] specimens can be scavenged from ambushers. [[Weapon#Size|Even the smallest dwarves]] are able to equip large daggers one-handed.&lt;br /&gt;
&lt;br /&gt;
{{old|Since 0.47.01 it is possible to choose starting weapons.}}&lt;br /&gt;
All [[Adventure mode]] characters start with a large dagger, usually made of copper. Even [[elf|elven]] adventurers will receive a metal dagger.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = urist&lt;br /&gt;
| elvish  = acita&lt;br /&gt;
| goblin  = ulspa&lt;br /&gt;
| human   = olith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dacite&amp;diff=292768</id>
		<title>Dacite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dacite&amp;diff=292768"/>
		<updated>2023-04-03T16:52:13Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dacite''' is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s, functionally identical to [[andesite]] and [[rhyolite]]. It does, however, have a slightly different melting point. Dacite is not [[magma safe]].&lt;br /&gt;
&lt;br /&gt;
In real life, this stone is similar to [[felsite]], which is a [[Calendar|month]] representing late spring in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mineraly.sk_-_dacit.jpg|Dacite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Baby_toes_succulent&amp;diff=291852</id>
		<title>Baby toes succulent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Baby_toes_succulent&amp;diff=291852"/>
		<updated>2023-02-28T17:19:57Z</updated>

		<summary type="html">&lt;p&gt;Natestg: No new information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{grasslookup/0|wiki=Fenestraria}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Baby toes succulent''' is a type of grass exclusive to desert environments. It can grow white flowers.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
There are various common names, such as babies' toes or window plant. Each leaf has a leaf window, a transparent window-like area, at its rounded tip, it is for these window-like structures that the genus is named (Latin: fenestra). In the wild, the plant commonly grows under sand, except for the transparent tips, which allow light into the leaves for photosynthesis. Fenestraria rhopalophylla is native to Namaqualand in southern Africa and to Namibia. The plants generally grow in sandy or calciferous soils under low &amp;lt; 100 mm rainfall.&lt;br /&gt;
[[File:Fenestraria rhopaliphylla rhopalophylla.jpg|thumb|370px|center|Baby Toes Succulent|A normal plant with a strange name.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yeti&amp;diff=291620</id>
		<title>Yeti</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yeti&amp;diff=291620"/>
		<updated>2023-02-24T18:36:43Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=yeti_sprites.png&lt;br /&gt;
|meat=31-34&lt;br /&gt;
|fat=18&lt;br /&gt;
|lung=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|bone=32-33&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Yetis''' are large, [[fanciful]], dangerous [[creature]]s found only in [[savage]] [[mountain]]s, [[tundra]]s and [[glacier]]s. They are fully capable of massacring dozens of unarmed dwarves due to their large size, and their disposition to [[building_destroyer#Dangerous_Fun_Variety|destroy buildings]] will draw them into contact with fortresses, where they will topple [[furniture]] and wreck [[workshop]]s in their path. Yetis can equip items and open unlocked [[door]]s, though the former is not typically seen in normal play and the latter is normally ignored, as the yeti will simply destroy the whole door instead of opening it.&lt;br /&gt;
&lt;br /&gt;
When players embark on a savage glacier, they should expect to encounter yetis. Due to a glacier's general lack of other animal life, the map will almost always spawn one yeti right after another, making them a deadly hazard for an early fortress. However, since they have a relatively low population number, no more than 5-10 yetis will spawn before they become [[extinct]] in your [[biome]]. Despite their humanoid physiology, yetis are not intelligent, and your dwarves will gleefully [[butcher]] them into [[food]] and [[bone]]s for crafting. Items made from yeti parts are [[Item value|worth]] 3 times more than those of your standard [[domestic animal]]s.&lt;br /&gt;
&lt;br /&gt;
Yetis can be captured with [[cage]] [[trap]]s, but cannot be [[Animal trainer|trained]]. If the player doesn't want to butcher them for meat, their extremely long lifespan can make them valuable as permanent decorations for your fortress.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] yetis for their ''white fur''.&lt;br /&gt;
&amp;lt;gallery position=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
Yeti by Philippe Semeria.jpg|Admired for its ''white fur''... From a distance...&lt;br /&gt;
yeti_preview.jpg|He's not evil, just not in the mood.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Though many take the yetis to be violent, demented beasts, some have been tamed (with great difficulty) and even integrated into dwarven society. This can be attributed to their joyful and cheery nature; often they can be seen playfully tipping over workshops and 'accidentally' crushing anyone working within. Many dwarves admire this warped sense of humour and the yeti's obvious love of beer, wine and spirits.&lt;br /&gt;
&lt;br /&gt;
When faced with a mighty [[sasquatch]], yetis become immense wimps, despite the Sasquatch being barely any different from them. Dwarven scientists think this is caused by the high contrast between a sasquatch's white skin and brown fur, which makes a simple-minded yeti panic.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zoysia&amp;diff=291619</id>
		<title>Zoysia</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zoysia&amp;diff=291619"/>
		<updated>2023-02-24T18:34:57Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{grasslookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Zoysia''' is a common type of grass that grows in most dry tropical regions. It is indistinguishable from most other types of grass.&lt;br /&gt;
&lt;br /&gt;
[[File:Zoysia macrantha.jpg|thumb|center|300px|Zoysia.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Z-axis&amp;diff=291618</id>
		<title>Z-axis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Z-axis&amp;diff=291618"/>
		<updated>2023-02-24T18:33:55Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Added a graphic, differentiated between classic and premium and added some information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Unrated}}&lt;br /&gt;
:''For information on the {{key|z}} key, see [[Status]] screen''&lt;br /&gt;
&lt;br /&gt;
The third axis is known in math as the '''z-axis'''. It measures &amp;quot;up and down&amp;quot; distances. A [[z-level]] is one layer of the map that can be viewed at a time. Changing z-levels is done two different ways with classic mode using the {{k|&amp;lt;}} (up) and {{k|&amp;gt;}} (down) keys and premium version using the scroll wheel and the {{k|e}} (up) and {{k|c}} (down) keys.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Keeping track of where you are ==&lt;br /&gt;
=== Classic Version ===&lt;br /&gt;
In fortress mode, the right-hand margin shows your location on the z-axis. Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the elevation of the current level relative to the world's lowest ocean depth.&lt;br /&gt;
&lt;br /&gt;
The top number (red or green) represents the number of z-levels away from ground level ''at the center of the screen''. If there are mountains, or any form of uneven terrain on your map, these numbers will vary in the same z-level. There isn't currently a way around this. To view the z-level at a certain point, loo{{k|k}} often works (although it can be a bit unreliable with hills). This is useful for viewing the z-level near the map edge, which can't be centered on.&lt;br /&gt;
=== Premium Version ===&lt;br /&gt;
[[File:Elevation_minimap.png|thumb|The minimap showing an elevation of 1.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;]]&lt;br /&gt;
In fortress mode, the elevation is displayed directly under the minimap in the top right.&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Z-level]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Z-axis]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Elevation_minimap.png&amp;diff=291617</id>
		<title>File:Elevation minimap.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Elevation_minimap.png&amp;diff=291617"/>
		<updated>2023-02-24T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;Natestg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zinc&amp;diff=291616</id>
		<title>Zinc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zinc&amp;diff=291616"/>
		<updated>2023-02-24T18:14:54Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Zinc&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:ZincSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[brass]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Sphalerite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10755}}&lt;br /&gt;
* [[Boiling point]] {{ct|11633}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7135&lt;br /&gt;
* Liquid density 6570&lt;br /&gt;
* [[Specific heat]] 390&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is an uncommon, low-value [[metal]] primarily useful in the creation of [[alloy]]s. It is [[smelter|smelted]] from [[sphalerite]]. Note that, unlike [[sphalerite]] itself, refined zinc is '''not''' [[magma-safe]], or even fire-safe, and will melt in a grass fire.&lt;br /&gt;
&lt;br /&gt;
Zinc may be combined with other metals at a smelter to form the following alloys:&lt;br /&gt;
*[[Brass]] = Zinc + [[Copper]]&lt;br /&gt;
*[[Nickel silver]] = Zinc + [[Copper]] + 2x [[Nickel]]&lt;br /&gt;
&lt;br /&gt;
Zinc is the second-lightest normal metal after [[Aluminum]], and so a reasonable alternative to [[wood]] for making [[bin]]s, [[barrel]]s and [[pot]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Appraiser&amp;diff=291590</id>
		<title>Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Appraiser&amp;diff=291590"/>
		<updated>2023-02-23T17:50:17Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Removed v50 header and made it part of the body of text, changed skill to v50_skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Appraiser&lt;br /&gt;
| specialty  = [[Trader]]&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Admin/Noble&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Value items at [[Depot]]&lt;br /&gt;
* Value items in the fortress&lt;br /&gt;
* Track wealth and trade info&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Memory&lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
The '''appraiser''' [[skill]] relates to [[trading]] and item [[value]] estimation. In order to see your fortress' monetary value estimates in the {{k|z}}-[[status]] menu, as well as any individual item values from your [[Record keeper|stockpile records]], your [[broker]] must be at least a [[Skill#Skill level names|Novice]] (level 1) appraiser. (Note that this is not necessary for the display of item [[quality]], which can always be seen via the indicators bracketing the item names.)&lt;br /&gt;
&lt;br /&gt;
The Trade [[Depot]]'s current operator gains [[experience]] in the appraiser skill the first time the trading screen is opened for each caravan visit, but the item valuations in the [[trade depot]] are determined by your broker's appraiser skill, not the current Trade Depot operator's. (You can, however, reassign the position of broker to your fortress representative to display item values at the depot.) Appraiser has no associated assignable [[labor]]s. &lt;br /&gt;
&lt;br /&gt;
A good way to train another dwarf is to assign them as broker, make them go to the trade depot and {{k|t}}rade, then exit and assign the &amp;quot;main&amp;quot; broker again and make them do the actual trading. This is a very effective way of training the skill, as simply opening the trade interface will instantly turn a completely inexperienced dwarf into a Skilled appraiser (level 4), in the case of dwarf merchants. Don't expect the same gain when trading with [[Elf|elves]], as they bring far fewer goods.&lt;br /&gt;
&lt;br /&gt;
(Note: Each of your broker's successes/failures is recorded in the world log and on the dwarf [[thoughts and preferences]] screen, and can be reflected in any later [[engraving]]s in your fortress. To avoid this, use a special [[burrow]] for your depot and broker to isolate it.)&lt;br /&gt;
&lt;br /&gt;
The Appraiser skill also impacts the '''precision''' of your value estimations, even outside of trading; with only middling Appraisers (or worse), the listed value of your items will be rounded to one significant figure, and the rounding will be rather erratic depending on the type of item. For better or for worse, this tends to round the value of items up, sometimes to an insane degree. Of course, since you host all trades you engage in, the [[merchants]] will have no choice but to accept that your 140-dwarfbuck [[gems]] are actually 1000 dwarfbucks apiece, for example. On the other hand, [[megabeasts]] will accept your marked-up valuations as well.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquatic&amp;diff=291589</id>
		<title>Aquatic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquatic&amp;diff=291589"/>
		<updated>2023-02-23T17:44:14Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{catbox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Aquatic''' [[creature]]s have the &amp;lt;tt&amp;gt;[AQUATIC]&amp;lt;/tt&amp;gt; [[creature token]], and so are restricted to life underwater. An aquatic creature that is located in water less than 4/7 [[water depth|deep]] or removed from water entirely will air-drown; aquatic animals caught in such situations even briefly will be momentarily [[status icon|winded]]. Usually such situations are the result of dwarven interaction, except in the case of [[beaching|beached]] [[whale]]s. Note that aquatic creatures in [[cage]]s (or [[aquarium]]s for flavor) do not currently drown, unless they were drowning when they were placed or caught in the cage.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[File:aquatic.jpg|thumb|330px|center|The best place for a fish.]]&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Aquatic]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Anvil&amp;diff=291322</id>
		<title>Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Anvil&amp;diff=291322"/>
		<updated>2023-02-21T19:18:30Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_furniture | name=anvil&lt;br /&gt;
|graphic=[[File:Anvil premium.png]]&lt;br /&gt;
|tile=&lt;br /&gt;
|metal=y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Anvils''' are required to build [[forge]]s, whether conventional or [[magma forge|magma powered]]. Since at least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, and the only way to ''make'' an anvil is with a metalsmith's forge (whether from a [[strange mood]] or by normal means), your first anvil ''must'' be sourced from outside of your colony, either at [[embark]] or through later [[trading]]. Anvils require three [[metal]] [[bar]]s to be [[smith]]ed at a forge - once you have one to begin with. As this is recursive, the origins of the first anvil are hard to discern.[[#Origins|*]]&lt;br /&gt;
&lt;br /&gt;
Anvils may normally be made of [[iron]], [[steel]] or [[adamantine]], and smithing an anvil uses the [[blacksmithing]] [[skill]]. Magma forge anvils in particular must be [[magma-safe]], which is not a problem for conventionally crafted anvils, but may be for legendary strange mood anvils, which are often made out of other, non magma-safe metals. Otherwise, however, neither the material used nor the anvil's quality affects the performance of the forge: only the [[skill]] of the metalworker does.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[File:anvil_preview.jpg|thumb|250px|right|Not just for cartoons.]]If your [[civilization]] has access to [[iron]] [[ore]], a standard (no quality) iron anvil will be included by default in your [[starting build|starting equipment]], for a cost of 100 embark points.  If not, then your starting equipment will include a [[steel]] anvil, for a cost of 300 embark points. Not taking an iron anvil is usually only a component of [[challenges]], but not taking a steel one may be viable, given its high cost.&lt;br /&gt;
&lt;br /&gt;
If you choose not to bring an anvil, you are refunded the 100 or 300 point cost, to be used for other purchases of items or skills.  You will then have to [[trade]] for your first anvil with the dwarven or [[human]] [[caravan]]s that usually, ''but not always'', carry one or more iron or steel anvils with them (at the same cost as at embark). If this fails the first time around, you may also request one from the [[Outpost liaison|dwarven liaison]], if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan.&lt;br /&gt;
&lt;br /&gt;
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, [[melt]]ed, or re-used to build another forge. Anvils are considered [[furniture]] and will be stored in a furniture [[stockpile]] if not utilized in a [[forge]].&lt;br /&gt;
&lt;br /&gt;
The anvil's high value means that it is a tempting target for the first wave of thieving animals, so it is a good idea to create a forge as soon as possible solely for the purpose of keeping the anvil nailed down.&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Since an anvil is required for an anvil to be made, the origin of the ''first'' anvil is a complete mystery. The theories of how this occurred are split into two categories:&lt;br /&gt;
&lt;br /&gt;
Correlation does not imply causation: There's another way to make an anvil, and the theoretical time before that occurred is referred to as the era before anvil (BA)&lt;br /&gt;
&lt;br /&gt;
* One theory of the anvil's origin is that a dwarf struck by a [[strange mood]] made one of [[stone]] or [[bone]] (though this isn't actually possible in-game). Another more radical theory put forward by dwarven philosopher [[Main:Urist|Urist]] McTaggart is that the first one was made of [[wood]] in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an [[elf]] sympathizer by an angry [[mayor]] who had a strange fondness for [[glass]].&lt;br /&gt;
* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies.  It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the [[elves]] was the domestication of forest animals.&amp;lt;br/&amp;gt;There are questions regarding the implications of this revelation, however.  Skeptics question how the anvil was created without a hammer, how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.&amp;lt;br/&amp;gt;Dwarven scholars suggest that the first anvils were made of [[stone]], not metal, and were little more than flattened stone [[block]]s, chipped with flint or [[obsidian]]. Others suggest they may have been thrones{{bug|6537}}. This possibility has sparked an interest among dwarven scholars in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.&lt;br /&gt;
* Regardless of dwarven theories some humans believe that there must have been early technologies to produce an anvil without the usage of a hammer or an anvil. While improving the production of anvils through the dissemination and use of anvils over the centuries, the original method was forgotten. Dwarven philosophers argue that dwarven technology has always been driven by perfection from the beginning and nothing was developed over time. Besides, dwarven history never forgets.&lt;br /&gt;
&lt;br /&gt;
Correlation implies causation: An anvil is required to make an anvil&lt;br /&gt;
&lt;br /&gt;
* One researcher posits that all anvils originate from the FirstAnvil.  Where does it come from?  The FirstAnvil, of course.  It's [http://en.wikipedia.org/wiki/Turtles_all_the_way_down anvils all the way down.]&lt;br /&gt;
*Other theories include the &amp;quot;Great Anvil&amp;quot; hypothesis, claiming that there exists the &amp;quot;Great Anvil&amp;quot; who rises out of the furnace that he thinks is the most sincere. He rises from said furnace and flies through the air with his bag of anvils for all the dwarves.&lt;br /&gt;
* The dwarven philosopher Urist McStotle has recently suggested that the existence of Anvils is evidence that dwarven civilization will eventually develop a method of visiting (or at the very least, sending anvils to) the past.&lt;br /&gt;
* The first anvil was given as a gift from the god of smithing. Engraved with the secrets of mineralogy and metalworking, it taught dwarves everything they know of finding, smelting and shaping metals. There is considerable theological debate going on over WHICH god of smithing was responsible. Some believe that such an outpouring of information could only have been a collaborative effort by all gods of smithing.&lt;br /&gt;
* The first anvil or anvils are the only remnants of the previous kalpa. Every time Armok the World Eater unmakes the universe, He leaves at least one anvil behind. The dwarves inevitably find one and use it to make more anvils, at least one of which is carried over to the next world, completing the cycle.&lt;br /&gt;
* It is unknown at this time how [[Main:Armok|Armok]]'s Anvil of Creation was forged. When questioned by a particularly suicidal dwarf on the subject, he grew very grumpy and quickly unmade that universe.&lt;br /&gt;
* Dwarves did not create the anvil. Rather, the anvil created the dwarves. A naked, starving primitive protodwarf discovers a naturally-occurring anvil. Its mind roars with vision of prosperity. This is the beginning of civilisation. This leads to the conclusion that the existence of dwarf civilization is a method of anvil reproduction.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zuntîr&lt;br /&gt;
| elvish  = othala&lt;br /&gt;
| goblin  = umas&lt;br /&gt;
| human   = utdar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Anvil]]&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_logic&amp;diff=291320</id>
		<title>Animal logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_logic&amp;diff=291320"/>
		<updated>2023-02-21T19:16:24Z</updated>

		<summary type="html">&lt;p&gt;Natestg: No evidence of change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Computing}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Animal logic functions by taking advantage of the path finding algorithm in Dwarf Fortress; all domestic animals seek to find the shortest (lowest cost) path to their desired targets (activity zone, parents, dwarves, valuable objects, etc.) Furthermore, animals tend to continue to path through tightly closed doors, despite them not being able to pass. This defines the difference between animal and [[creature logic]]: animal logic does not need to regulate paths actually travelled by a creature, only potential paths. Using these features of animal pathfinding, it is possible to create very complex logic gates. &lt;br /&gt;
&lt;br /&gt;
Animal logic has three principal advantages: speed, compactness, and simplified functions. However, animal logic is slower than mechanical logic and less reliable than either fluid or mechanical logic.&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
&lt;br /&gt;
For clarity, definitions of the terms used in animal logic are listed here: &lt;br /&gt;
&lt;br /&gt;
'''Ground''': for simplicity the thing the animal is pathing to is referred to as ground as that is the ground state which it wishes to reach. Ground is always the left unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
'''Purge''': Path to ground with no inputs&lt;br /&gt;
&lt;br /&gt;
'''Path cost''': The number of steps the animal must make to reach ground&lt;br /&gt;
&lt;br /&gt;
'''Fusion Gate''': Simply one or more logic gates built into the same system-- this efficiently replicates the functionality of stringed gates&lt;br /&gt;
&lt;br /&gt;
'''Compound Gate''': Gate which uses two or more gates set to different path costs.&lt;br /&gt;
&lt;br /&gt;
'''AND Gate''': AND takes 2 or more inputs and returns TRUE if ALL are TRUE.&lt;br /&gt;
&lt;br /&gt;
'''NAND Gate''': NAND takes 2 or more inputs and returns TRUE if ANY are FALSE. &lt;br /&gt;
&lt;br /&gt;
'''ANDOR Gate''': ANDOR takes 2 or more inputs and returns TRUE if X-Y are TRUE. (this gate is exclusive to animal logic, and is a single step fusion of AND and OR)&lt;br /&gt;
&lt;br /&gt;
'''OR Gate''': OR takes 2 or more inputs and output TRUE if ANY are TRUE.&lt;br /&gt;
&lt;br /&gt;
'''NOT Gate''': NOT takes a single input and inverts it to the opposite state. &lt;br /&gt;
&lt;br /&gt;
'''XOR Gate''': XOR takes 2 or more inputs and output TRUE if ANY are TRUE but NOT ALL are TRUE.&lt;br /&gt;
&lt;br /&gt;
'''NOR Gate''': NOR takes 2 or more inputs and returns TRUE if ALL inputs are FALSE. &lt;br /&gt;
&lt;br /&gt;
'''XNOR Gate''': XNOR takes 2 or more inputs and returns TRUE if ALL are TRUE, or ALL are FALSE.&lt;br /&gt;
&lt;br /&gt;
For a better explanation of gates see:http://en.wikipedia.org/wiki/Logic_gate&lt;br /&gt;
&lt;br /&gt;
Notation: #:wall ^:pressure plate X:floodgate,grate,bars,bridge,etc. (explained per entry) D:door,open, but kept tightly shut(pet impassable) d:door, input value not specified Letters:doors/floodgates,grates,bar,etc. Specified inputs(these are generally interchangeable, if not this will be noted in the entry), generally controlled by mechanism g:Ground, some entries need it for clarity. C: Either an input in diagrams, or the state Carry is refereed to as a state within an adder.&lt;br /&gt;
&lt;br /&gt;
Gates will always be capitalized in the way they are within the entry, e.g. AND, OR, ANDOR, XNOR, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since animal logic is based on the interaction between animals and this particular setting of doors, all doors not wired to mechanisms need to be unlocked but tightly closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three principal logic gates in any logic system, AND, OR, and NOT. Animal logic can easily create all logic gates and is able to handle multi input-output, and fusion gates. The principal reason for this is pathfinding always prefers the shortest path to ground, and by controlling this path you can control the animal within the gate. The advantage of animal pathing is that the gate can have multiple states allowing more than a single ON or OFF signal. For simplicity and streamlining these systems only use binary information, but theoretically they could be made to compute in decimal or some other system; however, such gates are maddeningly complex and very hard if not impossible to build.&lt;br /&gt;
&lt;br /&gt;
==SIMPLE GATES==&lt;br /&gt;
&lt;br /&gt;
There are two primary ways to make a gate, single path and dual path, the single path gate only allows the animal a single exit and this forces it into a non pathing state until there is input at which point it will &amp;quot;wake up&amp;quot; and move; however, this kind of gate is slow and unreliable. Dual path gates always have an open path keeping the animal constantly pathing out of its enclosure. This constant pathing allows the gate to respond more quickly and retain higher reliability; however, the constant pathing may cause noticeable frame rate drops with large logic sets. I will only be discussing the dual path gates, as they're more effective for general use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AND===&lt;br /&gt;
&lt;br /&gt;
This simple gate is made by confining the animal into a straight corridor; the ground path will have two or more doors which are connected to the input, while the second longer path remains clear. The gate can be configured as an NAND gate by simply moving the pressure plate. If the plate is by the ground path it functions as an AND gate returning TRUE if the ground path is open, and if the plate is by the purge path it will return FALSE when the inputs are TRUE.&lt;br /&gt;
 #########&lt;br /&gt;
  ABCD^ D&lt;br /&gt;
 #########&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multi AND===&lt;br /&gt;
&lt;br /&gt;
 ############&lt;br /&gt;
  ANYNUMD^ D&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NAND===&lt;br /&gt;
&lt;br /&gt;
Reconfigured AND gate, see [[Animal logic#AND|AND]].&lt;br /&gt;
 #########&lt;br /&gt;
  ABCD ^D&lt;br /&gt;
 #########&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===OR===&lt;br /&gt;
&lt;br /&gt;
Basic gate, returns TRUE if either input is TRUE. &lt;br /&gt;
 #####&lt;br /&gt;
 AD^ D&lt;br /&gt;
 B####&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multi OR===&lt;br /&gt;
&lt;br /&gt;
 #######&lt;br /&gt;
 A #####&lt;br /&gt;
 N #####&lt;br /&gt;
 Y D^ D&lt;br /&gt;
 N #####&lt;br /&gt;
 U #####&lt;br /&gt;
 M #####&lt;br /&gt;
 #######&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NOR===&lt;br /&gt;
&lt;br /&gt;
Basically a reconfigured OR gate.&lt;br /&gt;
 #####&lt;br /&gt;
 AD ^D&lt;br /&gt;
 B####&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NOT===&lt;br /&gt;
&lt;br /&gt;
The simplest gate, it takes a single input and inverts it. FALSE -&amp;gt; TRUE, TRUE -&amp;gt; FALSE.&lt;br /&gt;
 #######&lt;br /&gt;
  AD ^D&lt;br /&gt;
 #######&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compound Gates==&lt;br /&gt;
&lt;br /&gt;
Basically two or more gates arranged with different path costs to ground. These gates can be configured in a number of different ways, these being the simplest. It may be possible to make these gates as single gates but that would require inverting some of the input. Simple compound gates use two simple gates and handle two inputs; complex compound gates have more than two simple gates and need more than two inputs. A complex compound gate might be used to convert decimal numbers into binary using And gates.&lt;br /&gt;
&lt;br /&gt;
===XOR===&lt;br /&gt;
&lt;br /&gt;
Compound of AND and OR, when ONLY ONE is TRUE returns TRUE&lt;br /&gt;
If A and B are FALSE the animal moves to the FALSE position by Purge, if A or B is TRUE, the animal moves to the TRUE position at the OR gate, if both A and B are true the animal moves to the FALSE position by the AND gate.&lt;br /&gt;
&lt;br /&gt;
 #g########&lt;br /&gt;
 # ABD  D #&lt;br /&gt;
 # ####^# #&lt;br /&gt;
 # ####D# #&lt;br /&gt;
 # ###BA# #&lt;br /&gt;
 #        #&lt;br /&gt;
 ##########&lt;br /&gt;
AND path cost: 4&lt;br /&gt;
OR path cost: 10&lt;br /&gt;
Purge path cost: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XNOR===&lt;br /&gt;
&lt;br /&gt;
Inverse of XOR: Return TRUE if BOTH are TRUE or FALSE&lt;br /&gt;
If A and B are FALSE the animal moves to the TRUE position by Purge, if A or B is TRUE, the animal moves to the FALSE position at the OR gate, if both A and B are true the animal moves to the TRUE position by the AND gate.&lt;br /&gt;
&lt;br /&gt;
 #g#########&lt;br /&gt;
 #         #&lt;br /&gt;
 ##B###### #&lt;br /&gt;
 ###A## DA # &lt;br /&gt;
 ####D^##B #&lt;br /&gt;
 #####D### #&lt;br /&gt;
 ######    #&lt;br /&gt;
 ###########&lt;br /&gt;
AND path cost: 4&lt;br /&gt;
OR path cost: 10&lt;br /&gt;
Purge path cost: 15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Complex Compound gate, Octal display ALU===&lt;br /&gt;
&lt;br /&gt;
Inputs are 1,2,4 these correspond to the binary values of the inputs, outputs are A,B,C,D,E,F,G,H being 0,1,2,3,4,5,6,7 respectively in the output display. I used octal for sanity, but this could be easily scaled to work for decimal (up to 10, beyond that you need a converter not an if switch) or hexadecimal(hex will be easy to handle, and probably easier to convert down to decimal)&lt;br /&gt;
&lt;br /&gt;
 #################&lt;br /&gt;
                 #&lt;br /&gt;
 # # # # # # #1# #&lt;br /&gt;
 # # #1# #1#2#2# #&lt;br /&gt;
 #1#2#2#4#4#4#4# #&lt;br /&gt;
 #D#D#D#D#D#D#D#D#&lt;br /&gt;
 #               #&lt;br /&gt;
 #################&lt;br /&gt;
&lt;br /&gt;
 # ######&lt;br /&gt;
 # 1  D #&lt;br /&gt;
 # #### #&lt;br /&gt;
 # 2  D #&lt;br /&gt;
 # #### #&lt;br /&gt;
 # 12 D #&lt;br /&gt;
 # #### #&lt;br /&gt;
 # 4  D #&lt;br /&gt;
 # #### #&lt;br /&gt;
 # 14 D #&lt;br /&gt;
 # #### #&lt;br /&gt;
 # 24 D #&lt;br /&gt;
 # #### #&lt;br /&gt;
 # 124D #&lt;br /&gt;
 # #### #&lt;br /&gt;
 #    D #&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fusion gates==&lt;br /&gt;
&lt;br /&gt;
These are gates which are constructed by physically combining the two gates to get a specific output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ANDOR===&lt;br /&gt;
&lt;br /&gt;
This gate will evaluate if either of x AND statements are TRUE. This gate is built as a straight line similar to the AND gate.&lt;br /&gt;
 ######&lt;br /&gt;
 #C####&lt;br /&gt;
 ABD^ D&lt;br /&gt;
 C#####&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NANDOR===&lt;br /&gt;
&lt;br /&gt;
Reconfigured ANDOR gate, see [[Animal logic#ANDOR|ANDOR]].&lt;br /&gt;
 ######&lt;br /&gt;
 #C####&lt;br /&gt;
 ABD ^D&lt;br /&gt;
 C#####&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ORANDOR===&lt;br /&gt;
&lt;br /&gt;
This gate returns true if either A or B and either C or E is true.&lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 AC####&lt;br /&gt;
 BED^ D&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ORANDAND===&lt;br /&gt;
&lt;br /&gt;
This gate returns true if either A or B is true, and E and C are true.&lt;br /&gt;
&lt;br /&gt;
 #######&lt;br /&gt;
 A######&lt;br /&gt;
 BCED^ D&lt;br /&gt;
 #######&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Complex Gates==&lt;br /&gt;
&lt;br /&gt;
The development of more complex gates requires careful calibration of the path cost of each path to allow the gate to switch states correctly and display the correct result.&lt;br /&gt;
&lt;br /&gt;
==Adders==&lt;br /&gt;
A full adder can be made as a Compound Fusion gate, by combining AND, ANDOR, and OR gates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Binary Adder===&lt;br /&gt;
&lt;br /&gt;
A binary adder is constructed of two or three &amp;quot;sum&amp;quot; gates and a purge path. A half adder only adds two numbers and only needs two sum gates, 1 and 2. Full adders using carry to allow chaining require three sum gates, 1,2 and 3. Because binary is base two that translates to 01,10,11 as the sums, when the second bit is a 1, the gate is &amp;quot;carrying&amp;quot; the value up to the next level.&lt;br /&gt;
&lt;br /&gt;
When building the adder, the highest path must have the most preferential path to ground or it will not properly function.&lt;br /&gt;
&lt;br /&gt;
Standalone adders (they don't carry into another adder) require 22 mechanisms, and 14 doors.&lt;br /&gt;
Start adders (They feed into the next adder and include a carry) require 32 mechanisms, and 14 doors.&lt;br /&gt;
Chain adders (The receive Carry, and pass a Carry bit up) require 32 mechanisms, and 14 doors&lt;br /&gt;
The gates only take up 13x9 tiles each.&lt;br /&gt;
&lt;br /&gt;
==Hatch-based logic==&lt;br /&gt;
&lt;br /&gt;
Hatches can be used in many logic designs for alternate designs.  A hatch over a ramp serves as a door that cannot be wedged open; a hatch over a channel functions as a naturally inverted door, blocking pathing when open rather than when closed.  Although the designs on this page all use doors to restrict path, careful use of hatches can be more effective for some circuits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reference pictures&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Xnor,Xor,Nand,Or prototype adder STATE 1.PNG|Prototype digital adder&lt;br /&gt;
Image:And,Or,AndOr, Prototype adder STATE 3.PNG|sum 11&lt;br /&gt;
Image:And,Or,AndOr, Prototype adder STATE 2.PNG|sum 10&lt;br /&gt;
Image:And,Or,AndOr, Prototype adder STATE 1.PNG|sum 01&lt;br /&gt;
Image:And,Or,AndOr, Prototype adder STATE 0.PNG|sum 00&lt;br /&gt;
Image:9bit adder prototype interface pannel.PNG|9bit adder interface&lt;br /&gt;
Image:9bit adder prototype.PNG|9bit adder&lt;br /&gt;
Image:9bit adder prototype 10100010notes.PNG|9bit adder, notes show the decimal value of each adder's bit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decimal Adder===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While it can be done, it's significantly more complex than simply making a set of decimal converters working with binary adders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hexadecimal Adder===&lt;br /&gt;
&lt;br /&gt;
A hexadecimal adder works on a similar level to the binary adder, however it uses 64 sum gates ranging from 0 to 31. [[User:LordOOTFD]] is developing a prototype adder which utilizes a floating carry bit to function as a full adder.&lt;br /&gt;
&lt;br /&gt;
===Subtractors===&lt;br /&gt;
&lt;br /&gt;
Inverse adder, simple but not yet tested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
Choosing the animal which works as the logic core for an animal logic systems is somewhat important, depending on your needs and the available animals. The main requirements are that the animal must be large enough to activate pressure plates and able to stay alive while locked up in a logic cell. As long as these conditions are met, pretty much anything will do as long as you can remember which animal belongs into which gate (to avoid designating the same animal for more than one pit).&lt;br /&gt;
&lt;br /&gt;
===Minimum weight===&lt;br /&gt;
&lt;br /&gt;
A creature must have a size of 10,000 in order to trigger pressure plates at all. Everything smaller will not generate output. This excludes cats and many children of animals like puppies. &lt;br /&gt;
&lt;br /&gt;
For reference, this [[List of creatures by adult size]] gives a full listing of ''average'' sizes of creatures, with relevant cutoffs for pressure plates already marked in.&lt;br /&gt;
&lt;br /&gt;
Pigs and dogs are an easy choice as animals to use. They are heavy enough to trigger pressure plates if adolescent or adult. They will normally path to a meeting area. While they have other uses as war animals or a prime source of meat, they are fast-breeding domestic animals that can be brought on embark.&lt;br /&gt;
&lt;br /&gt;
===Viability===&lt;br /&gt;
&lt;br /&gt;
Children are presumed superior to adults due to an extra pathing goal (to their mother), but keep in mind that they are generally much smaller than adults and thus may be too small to activate pressure plates.&lt;br /&gt;
&lt;br /&gt;
Female animals can become pregnant and have children, even if locked away far from others of their kind. Such children may disrupt the pathing of their mother or send signals by themselves. [[Grazer]]s are likely to starve to death before you get any logic out of them.&lt;br /&gt;
&lt;br /&gt;
Exotic animals undeniably add style to your computing zone. A GCS powered computer would be awesome. Such uses prevent other potential applications, like using the spider to create valuable silk. Flyers may ignore hatch-based logic blocks.&lt;br /&gt;
&lt;br /&gt;
===Invaders===&lt;br /&gt;
&lt;br /&gt;
Invaders such as elves or goblins will not work with any of the designs on this page, unless you managed to dehand them before capture-- securely closed doors are no barrier to them.  Any mounts or warbeasts, on the other hand, might work, and exotics are unlikely to bear any children, and can be extraordinarily long-lived.  Job cancellation may be a problem with more complicated designs.  Invader animals path to the map edge following capture.  Be careful of any flyers or building destroyers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Putting it all together==&lt;br /&gt;
&lt;br /&gt;
When it comes time to automate your systems the first thing you need to know is what needs to be automated and what should remain manual. An obsidian farm with completely autonomous control of the casting process is all well and good, until it drowns all your legendary miners when it prematurely triggers. All systems should have manual controls and failsafes to help avoid [[Fun]] (but because we all love Fun sometimes you forget to fully connect that emergency drain, or that failsafe system you built somehow failed.)&lt;br /&gt;
&lt;br /&gt;
Once you know the steps you need in your system, it comes time to select the parts you need to automate, whether it be basic logic gates or more sophisticated multiple trigger systems.&lt;br /&gt;
&lt;br /&gt;
{{Category|Computing}}&lt;br /&gt;
{{Category|Logic}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_dissector&amp;diff=291319</id>
		<title>Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_dissector&amp;diff=291319"/>
		<updated>2023-02-21T19:13:57Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new, still relevant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal dissector&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Small animal dissection]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
| workshop = [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal dissector''' is a [[skill]] associated with the animal dissection [[labor]]. Animal dissectors make [[extracts]] from certain caged [[vermin]], either [[fire snake]]s, [[cave spider]]s, or [[phantom spider]]s, at a [[butcher's shop]], stored in a suitable [[vial]]. The [[skill|skill level]] of the dissector determines the speed at which the labor is completed, and the [[quality]] and material of the [[container]] used adds to the value of the final product. The vermin themselves must be caught in [[animal trap]]s by [[trapper]]s, and do not survive the extraction process.&lt;br /&gt;
&lt;br /&gt;
Animal dissection (along with the similar [[fish dissection]] skill) is only marginally more useful than [[cheese maker|cheesemaking]] in the current version of ''Dwarf Fortress''. The vermin the skill targets are one of many such species that trappers may catch, making them difficult to source in any applicable volume as there is currently no way to specifically target trapping jobs. Dissecting a fire snake produces [[liquid fire]], a [[trade good]] which is produced in stacks of five and worth a not-insignificant 500☼ in total; the other vermin produce [[venom]], which unfortunately cannot be applied to [[weapon]]s and thus also serves as a (less valuable) trade good.&lt;br /&gt;
&lt;br /&gt;
Once [[alchemy]] is implemented (and trappers are made to target specific species, and poisons are made to be reliable in [[weapon]] application), animal dissection will likely become a more useful skill for your dwarves to have.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_caretaker&amp;diff=291318</id>
		<title>Animal caretaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_caretaker&amp;diff=291318"/>
		<updated>2023-02-21T19:13:03Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing has changed, still bugged&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Caretaker&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal care]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Memory&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{Buggy|withoutbugsection=1}}&lt;br /&gt;
&lt;br /&gt;
'''Animal caretaking''' ''should be'' the [[skill]] used by [[dwarves]] to treat any [[wound|injured]] [[pet]] assigned to them (as long as they have the [[labor]] enabled), as well as feeding any hungry/thirsty animals on chains (by default, only grazers).&lt;br /&gt;
&lt;br /&gt;
Currently, however, the first part does nothing for animals (see below), but dwarves can gain experience in it during worldgen, leading to animal caretakers appearing in [[migrant]] waves. The second part, feeding chained grazers, grants no experience, but can satisfy &amp;quot;stay occupied&amp;quot; and &amp;quot;help somebody&amp;quot; [[need]]s. Note that dwarves will not feed animals in loose (stockpiled) cages, but will feed animals in built cages (if the food has seeds, the seeds will remain in the cage; they can only be removed by dumping).&lt;br /&gt;
&lt;br /&gt;
Veterinary medicine is an expected feature that has not yet been implemented into the game, so animal caretaking does not actually serve its healthcare purpose as of yet.{{bug|349}} Wounded animals will instead heal on their own - or not at all, which makes even your greatest animal caretakers equivalent to [[peasant]]s. Animal caretaking is [http://www.bay12forums.com/smf/index.php?msg=7312290 not planned to be implemented in the near future], and as such, animal caretakers who arrive in migrant waves should be immediately repurposed into other, actually functional professions.&lt;br /&gt;
&lt;br /&gt;
While non-functional in the vanilla game, the utility [[Utility:DFHack|DFHack]] can be used to make animal caretaking work through the {{DFtext|dwarfvet enable|white}} command; when the plugin is active, injured pets will rest in any [[activity zone]] marked as '''both''' a hospital and a training zone, where dwarves will then provide them with the necessary care. The command {{DFtext|dwarfvet disable|white}} can be used to disable the plugin if necessary.&lt;br /&gt;
 &lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ammunition&amp;diff=291317</id>
		<title>Ammunition</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ammunition&amp;diff=291317"/>
		<updated>2023-02-21T19:12:15Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''{{for/see|ammunition used with siege engines|[[Siege engine]]}}&lt;br /&gt;
[[File:ammo_preview.png|thumb|270px|right|The best use for ammo: hurting others. 🏹]]'''Ammunition''' is the collective term for projectiles that can be fired from ranged [[weapon]]s such as crossbows and blowguns. Ammunition is stored in ammunition [[stockpile]]s and carried in [[quiver]]s. Ammunition may also refer to the stones and [[Ballista arrow]] fired from siege engines; for more information about these weapons, see the [[siege engine]] article.&lt;br /&gt;
&lt;br /&gt;
Ammunition for foreign weapons like [[bow]]s and [[blowgun]]s is also considered foreign, and cannot be manufactured in the fortress.&lt;br /&gt;
 &lt;br /&gt;
All ammunition has &amp;quot;EDGE&amp;quot; [[attack types]]; this means that sharper [[metal]] or other sharp [[material]]s are better for ammunition purposes. As projectiles, however, ammunition is also affected by the density of the material and the volume of the individual arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
When dwarves with [[bolt]]s or [[arrow]]s stuck in their bodies are treated in a [[hospital]], the removed ammunition will be left in their beds.&lt;br /&gt;
&lt;br /&gt;
==Ammunition table==&lt;br /&gt;
&lt;br /&gt;
There are three types of ammunition in ''Dwarf Fortress'': bolts, arrows, and blowdarts, each fired from a different weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Weapon Used&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Craftable&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]]&lt;br /&gt;
| 150&lt;br /&gt;
| 5&lt;br /&gt;
| 1000&lt;br /&gt;
| [[Crossbow]]&lt;br /&gt;
| [[Crossbowman]]&lt;br /&gt;
| Yes ([[Weaponsmith|metal]], [[Wood crafter|wood]], [[Bone carver|bone]])&lt;br /&gt;
| [[Dwarf]], [[Goblin]], [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]]&lt;br /&gt;
| 150&lt;br /&gt;
| 5&lt;br /&gt;
| 1000&lt;br /&gt;
| [[Bow]]&lt;br /&gt;
| [[Bowman]]&lt;br /&gt;
| No&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]]&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| [[Blowgun]]&lt;br /&gt;
| [[Blowgunner]]&lt;br /&gt;
| No&lt;br /&gt;
| [[Animal people]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Effectiveness ==&lt;br /&gt;
Projectiles made of different [[material]]s have different levels of effectiveness, depending on the situation. Likely factors in this are the [[weight]] of the ammunition and the [[material science|physical properties of the material]] in combat. The type of ammunition and the weapon used to fire the ammunition may also have an effect on the potential damage possible.&lt;br /&gt;
&lt;br /&gt;
In practice, almost all metal bolts perform well, though there is some advantage in using a bolt of a &amp;quot;better&amp;quot; weapon material than the opponent's [[armor]] (quicker lethality), and some advantage in using a bolt with a higher density (faster incapacitation). The forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors] has a comprehensive comparison and discussion.&lt;br /&gt;
&lt;br /&gt;
Projectiles are more likely to be blocked than parried.{{cite forum|169696/8385967}}&lt;br /&gt;
&lt;br /&gt;
Blowgun darts are noticeably less effective than bolts or arrows. This is due to them having a light weight and a small size compared to other ammo types. They almost never manage to pierce armor and are stopped even by clothing, unless the darts are made of metal.&lt;br /&gt;
&lt;br /&gt;
Subterranean animal tribes, the main users of blowguns, do not have access to metal, so you will never see non-wooden blowdarts normally.&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Ammunition stored in [[bin]]s may not appear available to marksdwarves, eventually causing them to head to battle without bolts. Disabling bins in ammo [[stockpile]]s is recommended.{{bug|2706}}&lt;br /&gt;
* Marksdwarves may not equip ammunition if the squad they are in was not assigned the default &amp;quot;Archer&amp;quot; uniform when it was created.{{bug|0012008}} &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{category|Ammo|*}}&lt;br /&gt;
[[ru:Ammunition]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ammo_token&amp;diff=291316</id>
		<title>Ammo token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ammo_token&amp;diff=291316"/>
		<updated>2023-02-21T19:10:09Z</updated>

		<summary type="html">&lt;p&gt;Natestg: 5 word concise article with nothing new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
[[Item definition token]] for [[ammunition]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What this item will be called in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLASS}}&lt;br /&gt;
| anything&lt;br /&gt;
| This ammo can be fired from a weapon that is set to fire the same ammo type. Defaults to BOLT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE}} / {{text anchor|WEIGHT}}&lt;br /&gt;
| value&lt;br /&gt;
| How large the ammunition is. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
*attacktype:BLUNT or EDGE&lt;br /&gt;
*contact_area:value&lt;br /&gt;
*penetration_size:value&lt;br /&gt;
*verb2nd:string&lt;br /&gt;
*verb3rd:string&lt;br /&gt;
*noun:string&lt;br /&gt;
*velocity_multiplier:value&lt;br /&gt;
| Specifies the attack characteristics of the ammunition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Ammo token]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=291315</id>
		<title>Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=291315"/>
		<updated>2023-02-21T19:09:18Z</updated>

		<summary type="html">&lt;p&gt;Natestg: moving from migrated article to migrated section as adventure mode is not out yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''Not to be confused with [[Ambush]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills, the higher the character skill, the closer they can get. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey, using their [[crossbow]]. The skill is also used by enemy [[thief|thieves]] and [[ambush]]ers raiding your fortress or when you return the favor [[raid]]ing their sites.&lt;br /&gt;
&lt;br /&gt;
Of note, players need a crossbow, a [[quiver]], and [[bolt]]s to successfully hunt. The standard load for embarking includes 3 quivers, and any [[immigration|immigrating]] hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts. A hunter armed with a crossbow will increase their [[Crossbowman|marksdwarf]], ambusher, and [[archery]] [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success, and your military will go after any game that looks at them funny anyway, you might be safer doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more conveniently, to ''stop'', too - one must remove the hunting labor from a hunter to get them to stop. The downside is that your military will often mangle the corpse in the process, making it unfit for butchering.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.&lt;br /&gt;
&lt;br /&gt;
[[Creature|Animals]] suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or [[cave dragon|worse]]. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.&lt;br /&gt;
&lt;br /&gt;
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which they then pursue. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to their prey, there is a greater and greater chance they will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking. Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
You can assign animals [[Animal trainer|trained]] for hunting, like [[dog]]s, to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign war beasts, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]]. A [[butcher]] will then take over and process the game animal to create many byproducts. A hunter may kill other creatures that are closer to them than the fleeing mark they are intent on catching. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
Hunters will shoot bolts at carp and other water creatures in a river. They won't recover the dead fish, though.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the [[extinction]] of the wild animals in the biomes where your fort is located. There are two ways to prevent this. The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. Another method is to capture the wild animals, breed them, and then either release them back into the biome or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
Necromancer hunters will sometimes raise the corpses of their prey, only to get attacked by those.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in [[wrestling]] in order for them to defend themselves. Wrestling will help them to break the jaw-grips that the enemy critter places on them, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts, which will cause them to run away from their target as fast as they can. Without bolts assigned, they may fight with the butt of the crossbow, which functions similarly to a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer than using hunters, particularly if they are agile enough to simply outrun the creatures. Military dwarves will typically be much better protected thanks to their [[armor]], and using them comes with the benefit of training their [[combat skill]]s when they fight their mark. However, this often mangles the corpse of the hunted creature making them unfit to be butchered.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while Sneaking is toggled on in {{key|S}}peed options. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.&lt;br /&gt;
&lt;br /&gt;
A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and [[observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.&lt;br /&gt;
&lt;br /&gt;
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When sending your dwarves on raid [[missions]] (not pillaging or razing), the ambusher skill will affect their chances of success in relation to being spotted.{{version|0.44.01}} Additionally, raiders may gain ambusher experience.{{version|0.44.06}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow and assigned ammo, they may not have the ''right'' bow. Disable their hunting skill so they stockpile their equipment, then re-enable hunting when they're done.&lt;br /&gt;
*Having the Hunter labor toggled on will stop the dwarf from [[sleep]]ing in their [[bedroom]], making them accumulate negative [[thought]]s from having to sleep on the floor (if unsmoothed, apparently). Toggling the Hunter labor off allows them to use their bedrooms properly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alluvial_layer&amp;diff=291314</id>
		<title>Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alluvial_layer&amp;diff=291314"/>
		<updated>2023-02-21T19:07:38Z</updated>

		<summary type="html">&lt;p&gt;Natestg: No new information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:AlluvialPlain.JPG|thumb|250px|right|An alluvial layer of land in [https://en.wikipedia.org/wiki/Red_Rock_Canyon_State_Park_(California) Canyon State Park].]]Several minerals, ores, and gems are specified to occur at least in part within '''alluvial layers'''. Alluvial stone is loose and unconsolidated stone that has been eroded away, smoothed down by water flow, and then redeposited in a non-marine setting. The presence of [[gem|jade]] is a giveaway that a particular [[stone layer]] is alluvial as the gem only appears in such environs, but otherwise identifying an alluvial layer as such is very difficult. Alluvial layers are always located near the surface, usually in [[sedimentary]] stone.&lt;br /&gt;
&amp;lt;!-- what?&lt;br /&gt;
Since version 0.31.19 and later, some environments have been found to contain alluvial-only minerals.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Whether or not a particular [[stone]], [[gem]], or [[ore]] appears in the alluvial layer is controlled by the &amp;lt;tt&amp;gt;[ENVIRONMENT:ALLUVIAL:...]&amp;lt;/tt&amp;gt; tag in its [[raw file]]s. Alluvial environments can contain [[cluster]]s of:&lt;br /&gt;
:*[[native gold]]&lt;br /&gt;
:*[[native platinum]]&lt;br /&gt;
:*[[cassiterite]]&lt;br /&gt;
:*jade [[gem]]s ([[blue jade|blue]], [[lavender jade|lavender]], [[pink jade|pink]], [[white jade|white]], and [[green jade|green]])&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Alluvial layer]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alliance&amp;diff=291313</id>
		<title>Alliance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alliance&amp;diff=291313"/>
		<updated>2023-02-21T19:06:26Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
In [[world generation]], [[civilization]]s may form '''alliances''' to stave off [[necromancer]] and [[evil]] invasions. When civilizations are feeling set upon by the more evil threats (any group that requires the killing of neutrals, like [[goblin]]s and the [[undead]]), they can join up, for as long as feels necessary, and beyond, if they get along. This has the effect of keeping the necromancers in line. A typical scenario is that the necromancer will bide their time, raise many zombies, and attack a small market in an attempt to get a 'snowball' going. This causes an alliance to be formed, and the necromancer is subsequently defeated.&lt;br /&gt;
&lt;br /&gt;
Alliances only seem to play a role in the wider world. In [[fortress mode]], allied and non-allied peaceful civilizations are identical in behavior when interacting with the player.&lt;br /&gt;
&lt;br /&gt;
{{category|World}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Alliance]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Alchemist&amp;diff=291312</id>
		<title>DF2014:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Alchemist&amp;diff=291312"/>
		<updated>2023-02-21T19:05:45Z</updated>

		<summary type="html">&lt;p&gt;Natestg: removing migrated tag, page set to be deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del|Removed fully in v50}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Alchemist&lt;br /&gt;
| profession = ?&lt;br /&gt;
| job name   = [[Alchemy]]&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:alchemy_preview.png|thumb|120px|right|View of a non-existent feature.]]The '''alchemist''' [[skill]] does not currently have any use in ''Dwarf Fortress''. It was originally included in the game alongside the [[alchemist's laboratory]] for making [[soap]], a function that has now been taken over by the dedicated [[soaper]]. The alchemist skill and [[alchemy]] [[labor]] have not served any function since version [[40d:Release information/0.28.181.39a|0.28.181.39a]] and have been removed from the visible game, but [[Main:Toady One|Toady One]] has [http://www.bay12games.com/media/df_talk_8_transcript.html shared some thoughts] regarding its use with [[reaction]]s in a future version of the game; for now, though, the skill is likely to languish in the background.&lt;br /&gt;
&lt;br /&gt;
There also once existed an [[23a:Alchemist (noble)|alchemist]] [[noble]] who would arrive at the fortress after ten relevant jobs: either making [[soap]] or [[extract]]ing essences from plants, vermin, or fish. He had light [[furniture]] requirements, could issue [[demand]]s, liked working in the alchemist's laboratory, and was phased out at the same time less lofty alchemists were.&lt;br /&gt;
&lt;br /&gt;
Alchemy is unique in being one of the only unused skills that can be switched on and off in the labor menu, along with [[animal care|animal caretaking]].  Because of this, it is frequently used by [[Modding|modders]].&lt;br /&gt;
&lt;br /&gt;
== Conjecture ==&lt;br /&gt;
In the real world, alchemy is a primitive precursor to chemistry, mingling some legitimate material science with a great deal of occultism. Alchemists were preoccupied with, among other things, transmuting metals, creating universal panaceas and solvents, and searching for the elixir vitae that would grant them immortality. More practically, real-world alchemists discovered [[wikipedia:phosphorus|phosphorus]], perfected [[Still|distillation]], researched [[smelting]] techniques, experimented with [[extracts]], created new [[Healthcare|medicines]], and identified or discovered a wide assortment of acids, salts, and other useful compounds. Some of these basic alchemical processes or products are already present in ''Dwarf Fortress'' to various degrees, but the individual functions fall under different skillsets.&lt;br /&gt;
&lt;br /&gt;
Alchemy as implemented in the game could possibly have to do with [[extract]]s and [[reaction]]s and the creation of healing [[healthcare|medicines]] and military-usable [[syndrome|poison]]s. Transmutation is also possible, but is probably unlikely. Researching new materials and material applications is also a possibility.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Agent&amp;diff=291311</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Agent&amp;diff=291311"/>
		<updated>2023-02-21T19:04:20Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s are covert operatives that are sent off to other civilizations' sites to perform tasks, like gathering information. &lt;br /&gt;
&lt;br /&gt;
== Mode of action ==&lt;br /&gt;
&lt;br /&gt;
Agents infiltrate foreign towns and taverns, befriending other [[historical figure]]s - even hanging out with criminals such as [[boss]]es. The friendships are stored asymmetrically - agents consider their 'friends' as information sources, whereas the 'sources' themselves think they made a new friend.&lt;br /&gt;
&lt;br /&gt;
Agents usually arrive at your fortress as [[visitor]]s, assuming the identity of an artist, warrior or scholar. In addition, outside your fortress, they may also pose as [[pilgrim]]s, [[monk]]s, [[peddler]]s, [[prophet]]s or petty [[criminal]]s in other [[site]]s.&lt;br /&gt;
&lt;br /&gt;
Agents typically want to know about the whereabouts of an [[artifact]]. In fortress mode, they will arrive at your [[tavern]] and chat with your locals and other visitors to gather information. If the artifact is not at your fortress, they will use the [[rumor]] system used by other visitors and your [[diplomat]] to find out where to go next. If you do have it, and one of your dwarves mindlessly opens their mouth about it, they will sneak back home with the information. Either way, if they come back empty-handed while believing the artifact is at your fortress, they may come to your fortress once again, this time with an army of [[siege]]rs to persuade you, looming at the edge of your map. At this point, you may either give in (resulting in the army retreating peacefully with the artifact) or fight back (resulting in a regular full-blown siege). Although threatening, ultimatums are always fair: they will never attack you or your [[messenger]] while negotiations are ongoing, and even if negotiations go awry, they will let the messenger come back inside first. Moreover, they will never attack you anyway if you give in to their demands.&lt;br /&gt;
&lt;br /&gt;
You may draw the ire of a civilization and its agents by stealing artifacts from outside (as opposed to making your own) in a [[mission]].&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
Agents use [[Name#False identities|false identities]] and cannot be forced to reveal their cover, but they can be manually detected by the player by looking at discrepancies between their self-styled profession and actual equipment or skills (e.g. a [[poet]] with a crossbow*), or their name style and race (e.g. a dwarf with an elven name).&lt;br /&gt;
&lt;br /&gt;
(* This may not be a reliable indicator. Traveling entertainers seem to all{{Verify}} come with one Level 3 weapon skill, plus supplemental Level 1 combat skills - apparently, the roads are dangerous.)&lt;br /&gt;
&lt;br /&gt;
Another suspect indicator is a migrant with the [[schemer]] skill, although more research needs to be done.&lt;br /&gt;
&lt;br /&gt;
Also, visitors with &amp;quot;names&amp;quot; appearing in quotation marks seems to be a reliable indicator that the individual is an agent using a false name.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you have any open or cold cases in the justice screen, you can interrogate them to attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guard's militia squad) will attempt to arrest them. &lt;br /&gt;
&lt;br /&gt;
Note that if the suspect is able to evade capture and is about to escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Traitor ==&lt;br /&gt;
 &amp;lt;!--Editors - feel free to move this to a diff location if/as deemed approp - and fix Redirect link(s). It was moved here from a Stub.--&amp;gt;&lt;br /&gt;
'''Traitor''' dwarves were added with the first villainy update. At the time of this edit, next to nothing is known about them except that the concept exists. Clearly, research is needed, although the nature of the subject makes that difficult to replicate or observe.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Villain]]&lt;br /&gt;
*[[Schemer]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Agent]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adder_(Computing)&amp;diff=291310</id>
		<title>Adder (Computing)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adder_(Computing)&amp;diff=291310"/>
		<updated>2023-02-21T19:03:02Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Still relevant in v50, nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For the species of snake, see [[Adder]].''&lt;br /&gt;
{{Computing}}&lt;br /&gt;
Understanding of principles of addition are important to many dwarven [[computing|logic]] devices.  Addition can be used in devices to keep track of various values, such as the number of items in a [[stockpile]], the number of [[time|years]] that have passed since a particular event, or more abstract computation.&lt;br /&gt;
&lt;br /&gt;
Addition is simplest when dealing with binary values.  Addition in other number bases is possible, but this article focuses on binary addition.  Addition requires the choice of an arbitrary number of bits, or digits, to add, although numbers larger than the adder is designed for can be added via sequential [[adder#Add_with_carry|additions with carry]].  For purposes of this discussion, the least significant digit will be considered the first or right-most digit.&lt;br /&gt;
&lt;br /&gt;
Before beginning an adder, one should become familiar with the logic gates NOT, OR, XOR, and AND.  Descriptions of these gates are available for [[mechanical logic|mechanical]], [[fluid logic|fluid]], [[creature logic|creature]], and [[animal logic]].  Addition also requires values to add, which need to be stored in some kind of [[memory (computing)|memory]].&lt;br /&gt;
&lt;br /&gt;
=Incrementation=&lt;br /&gt;
Simple designs typically do not require a full adder, but only incrementation or decrementation of a certain value-- adding or subtracting one from the value every time an event occurs.&lt;br /&gt;
&lt;br /&gt;
===1 bit incrementation===&lt;br /&gt;
The simplest increment is a 1 bit increment-- that is, the addition of two single bit binary values.  There are two possibilities:  0+1=1 and 1+1=10-- but since we have only a single bit, we abandon the higher bit, so 1+1=0.  This table of values is the same table as a NOT operation.  Note that our table of values for a decrement is identical to this as well-- a NOT is both a 1 bit increment and a 1 bit decrement.&lt;br /&gt;
&lt;br /&gt;
===2 bit incrementation===&lt;br /&gt;
It's clear that a 1 bit increment isn't very useful.  However, we can easily generate a carry from our 1 bit increment by considering the value of our 1st bit.  When we increment our first bit, it will generate a carry affecting our 2nd bit if and only if our first bit is 1 (true), so by XORing our second (more significant) bit with our first bit, we generate the proper value for our second bit.  It's important to note that this XOR must be carried out on the original value of the first bit, rather than the incremented (NOT) value!&lt;br /&gt;
&lt;br /&gt;
===2 bit decrementation===&lt;br /&gt;
With 2 bits, decrementation becomes slightly different from addition, but not by much.  The difference is just that we will generate a carry only if our first bit is 0!  Thus, our second digit becomes equal to [2]XOR(NOT[1]), rather than [2]XOR[1].&lt;br /&gt;
&lt;br /&gt;
===3 or more bit incrementation or decrementation===&lt;br /&gt;
&lt;br /&gt;
When we reach 3 or more bits, we need to add an additional layer of complexity.  Consider what would happen if we incremented 1101: if we just [4]XOR[3] (XOR of our 4th bit with our 3rd bit), we would mistakenly find the value as 0110, rather than 1110.  We need to make our carries propagate through the system properly.  A dedicated incrementer can build this functionality into its bits, by incrementing the next higher bit every time it changes from 1 to 0, but not when it changes from 0 to 1.  This process can be described logically by implementing a new carry bit, and working from the right, using the following algorithm (this isn't any particular language, it's just pseudocode:)&lt;br /&gt;
&lt;br /&gt;
 set [carry] equal to [1]  -- if our first bit is 1, begin a carry&lt;br /&gt;
 [1] becomes equal to NOT[1] -- our first bit inverts its value&lt;br /&gt;
 set n equal to 2  -- move to the next bit position&lt;br /&gt;
 while n&amp;lt;=bitcount -- while we have yet not dealt with all bits&lt;br /&gt;
   [n] becomes equal to [n]XOR[carry]  -- increment the next bit if we have a carry&lt;br /&gt;
   [carry] becomes equal to NOT[n] AND [carry] -- if our value for the nth bit has rolled over, propagate the carry; otherwise, end the carry&lt;br /&gt;
   n becomes equal to n+1 -- move to the next bit position&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
Decrementation, again, works similarly-- the only difference is that we propagate the carry if and only if the value in a certain bit position changed from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
 set [carry] equal to NOT[1]  -- if our first bit is 0, begin a carry&lt;br /&gt;
 [1] becomes equal to NOT[1] -- our first bit inverts its value&lt;br /&gt;
 set n equal to 2  -- move to the next bit position&lt;br /&gt;
 while n&amp;lt;=bitcount -- while we have yet not dealt with all bits&lt;br /&gt;
   [n] becomes equal to [n]XOR[carry]  -- decrement the next bit if we have a carry&lt;br /&gt;
   [carry] becomes equal to [n] AND [carry] -- if our value for the nth bit has rolled over, propagate the carry; otherwise, end the carry&lt;br /&gt;
   n becomes equal to n+1 -- move to the next bit position&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
For an example of a creature logic based incrementation system, with incrementation built into the memory, see [[User:Vasiln/Goblin_Logic_1#Incrementing_memory_and_percolating_functions:_the_two-bit_add|here]].&lt;br /&gt;
&lt;br /&gt;
===Counting===&lt;br /&gt;
Typically, incrementation systems are designed not just with input, but output as well.  Such a system increments every time it receives a certain input, and outputs when it reaches a certain internal count of that input.  Output circuits are simple matters of counting in binary.  For instance, a counting system that outputs after 11 triggers outputs when the first bit is 1 AND the second bit is 1 AND the third bit is 0 AND the fourth bit is 1.  Typically, output is designed to also reset the count, by writing 0 to all bits of the count.&lt;br /&gt;
&lt;br /&gt;
For an example of an incrementation system using animal logic, see [[User:Bidok#Counter]].  A fully fluid implementation is available at [[User:Hussell/ClockToggle]].&lt;br /&gt;
&lt;br /&gt;
===Addition via increment/decrement===&lt;br /&gt;
A simple but slow adder can be designed by repeatedly incrementing one value while decrementing a second value, until the second value reaches zero.  Such a system requires some sort of [[repeater]] to drive the process-- every time the repeater fires, and the second value is not equal to zero (NOT the first bit AND NOT the second bit AND NOT the nth bit), the first value is incremented and the second value is decremented.  When the second value reaches zero, the first value represents the sum of the initial two values.&lt;br /&gt;
&lt;br /&gt;
=Addition=&lt;br /&gt;
In describing incrementation, we have almost described full addition.  The basis of addition, however, is the XOR operation, rather than the NOT operation.&lt;br /&gt;
&lt;br /&gt;
===1 bit add===&lt;br /&gt;
In the simplest adder, we consider two values.  Because of this, we now have four possibilities: 0+0=0, 1+0=1, 0+1=0, and 1+1=10=0.  This is the same table of values we get with an XOR operation.  Therefore, the addition of two 1 bit values is an XOR on those two values.&lt;br /&gt;
&lt;br /&gt;
===2 or more bit add===&lt;br /&gt;
With addition, we need to implement a carry value with the addition of our second bit.  Our first bit is [1]XOR[1']-- that is, the XOR of the value of our first bit and our 1'th bit (the first bit in our second value).  However, we also need to generate a carry value from this addition, which is equal to [1]AND[1'].  To get the value of our second bit, we first add the two second bits, then XOR the result to our carry from the first bit-- so 2, our second bit, becomes equal to ([2]XOR[b])XOR[carry], or the XOR of our carry with the XOR of the second bit of our first value and the second bit of our second value.&lt;br /&gt;
&lt;br /&gt;
This algorithm is generalizable to values of any bit length.  We work from right to left.  After determining the value of our 2nd bit, we need to update our carry value, which becomes equal to 1 if any two (or more) values XORed, including the carry, were equal to 1.  That is, after completing the value for our second bit, we set our carry equal to (([2]OR[2'])AND([carry]))OR([2]AND[2']).&lt;br /&gt;
&lt;br /&gt;
Consider the following beautiful image of an animal logic based 9 bit adder, with notes representing the value of each digit:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:9bit adder prototype 10100010notes.PNG|More information is available at [[User:LordOOTFD#Adders]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
A 6-bit mechanical adder is demonstrated at http://mkv25.net/dfma/movie-1561-addingmachine.  An 8-bit hybrid system is demonstrated at http://mkv25.net/dfma/movie-1084-numberabbeydemonstration.&lt;br /&gt;
&lt;br /&gt;
===n bit subtract===&lt;br /&gt;
Subtracting, again, is remarkably similar to addition.  Here, however, we have to consider that subtraction is not commutative, so we have to consider than one value is being subtracted from the other. We will consider our second value, represented by n' bit positions, to be the subtrahend, the value that is subtracted from the first value (minuend).&lt;br /&gt;
&lt;br /&gt;
Again, the basis of subtraction is the XOR operation.  Consider the four possibilities for a given bit: 0-0=0, 1-0=1, 0-1=-1=1, 1-1=0.  The difference is how we treat our carry.  For our first, rightmost bit, we begin by setting our carry to 0 (false).  After that, we generate a carry either if both our carry and subtrahend are 1, and if our minuend is zero and either our carry or subtrahend is 1.  In other words, our carry for our first bit is equal to ([carry]AND[1'])OR(NOT[1]AND([carry]OR[1'])).  This works for subtractions of any length.&lt;br /&gt;
&lt;br /&gt;
==Add with carry==&lt;br /&gt;
In the previous examples, it's been clear that our values were at risk of rolling over.  For instance, adding 1 to 1111 results in 0.  Traditional (non-dwarven) computers typically have both an add and an add with carry function.  The two combined allow the addition of values larger than the bit length.&lt;br /&gt;
&lt;br /&gt;
Adding with carry begins with a simple add of the lowest chunk of two particular values.  For instance, given the values 000001 and 001111, we might start with the lowest three digits of each, the 001 and the 111, and add them, which results in 000.  However, for our next add, we will preserve the carry generated by the last (third) bit of the addition, rather than discarding it at the beginning of our next carry.  Now, we add the next three digits of each value (000 and 001), but include the carry from our previous addition.  These sequential additions gives us the proper value (010000) without sufficient bit length to add each value otherwise.&lt;br /&gt;
&lt;br /&gt;
A system capable of both addition and add-with-carry is considered a full adder.  Full adders, even 1-bit full adders, can add values of any bit length.  For an example using fluid logic, see [[User:Kyace/Adder]].&lt;br /&gt;
&lt;br /&gt;
==Look-ahead carry==&lt;br /&gt;
While a simple adder is capable of reliable addition, it can be extremely slow.  Consider a 8-bit adder: the value of the 8th bit depends on the carry derived from the 7th bit, which in turn depends on the carry derived from the 6th bit, and so on.  The entire addition has to be carried out sequentially, rather than adding the bits in parallel.  Because of the way the carry ripples through the value, such systems are called ''ripple carry adders.'' When water or creatures are used in the circuits, this can mean a day or more to add two 8 bit values.  However, the process can be improved considerably, at the expense of greater complexity, by implementing a look-ahead system.&lt;br /&gt;
&lt;br /&gt;
Look ahead systems break the values up into sequences of bits, based on the fact that if both values of the nth bit are 0 ((NOT[n])AND(NOT[n'])), any carry will end at that bit, and that if both values are 1 ([n]AND[n']), that bit will generate a carry.  Based on this, it's possible to process, in parallel, the addition of various bit-lengths based on the knowledge that carries will not propagate past a carry-ending bit.  This can vastly improve the time necessary to add two values.&lt;br /&gt;
&lt;br /&gt;
[[User:Jong/Dwarven_Computer|Jong's dwarven computer]] uses look-aheads for faster addition, and is capable of add-with-carry. The design can be further compressed to a very compact and versatile full adder: [[User:Larix/Adder]].  For an example using creature logic, see [[User:Vasiln/Goblin_Logic_2#Look-ahead_Adder|Look-ahead Add]].&lt;br /&gt;
&lt;br /&gt;
==Multiplication and division==&lt;br /&gt;
While beyond the scope of this article, similar logical tools can be used to multiply or divide two values.  In the simplest (but slowest) implementation, either can be represented by sequential addition or subtraction, integrating an adder with a counter. It can also be done using Egyptian multiplication and division.&lt;br /&gt;
*[[User:BaronW]]'s page demonstrates the action of just such an awe-inspiring mechanical calculator.&lt;br /&gt;
&lt;br /&gt;
{{Category|Computing}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Acolyte&amp;diff=291309</id>
		<title>Acolyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Acolyte&amp;diff=291309"/>
		<updated>2023-02-21T19:02:22Z</updated>

		<summary type="html">&lt;p&gt;Natestg: removing migrated tag, nothing to add until adventure mode added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Acolyte&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Acolytes''' are a minor [[noble]] position used by [[elf|elven]] civilizations, appointed by the [[druid]]. Each civilization will only have one of these, and they have no assigned responsibilities. The only thing notable about them is that they rise to the position of druid in the event the current one suffers from [[war|the usual unfortunate mishaps.]]&lt;br /&gt;
&lt;br /&gt;
While they can be encountered in [[adventurer mode]], they generally will not show up in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:ACOLYTE]&lt;br /&gt;
		[NAME:acolyte:acolytes]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[APPOINTED_BY:DRUID]&lt;br /&gt;
		[PRECEDENCE:100]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:2:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Account&amp;diff=291308</id>
		<title>Account</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Account&amp;diff=291308"/>
		<updated>2023-02-21T19:01:26Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''account''' is an abstract number that traces the amount of wealth of a given entity ([[Company|companies]], [[guild]]s, etc.) or [[historical figure]]. Although the game doesn't (yet) have a proper [[economy]], the account system gives some targets for corruption mechanisms such as embezzlement (which shifts 'funds' from a site to a person) or sabotage (which abstractly reduces a site's funds). In addition, wealthy [[historical figure]]s with a large account may grab [[house]]s or towers in [[town]]s. [[Mercenary]] companies also draw funds from their account to upgrade their weapons, and may disband if they go broke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Account]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=About&amp;diff=291307</id>
		<title>About</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=About&amp;diff=291307"/>
		<updated>2023-02-21T19:00:46Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Found and corrected a spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:DFLogo.PNG|right|300px]]&lt;br /&gt;
'''''[http://bay12games.com/dwarves/features.html Dwarf Fortress]''''' is a single-player fantasy game by [http://bay12games.com Bay 12 Games]. You can control a [[Dwarf fortress mode|dwarven outpost]] or an [[Adventurer mode|adventurer]] in a randomly generated, persistent [[World generation|world]].&lt;br /&gt;
&lt;br /&gt;
'''''Dwarf Fortress Classic'' is completely free.''' But there are paid premium versions available through [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress Itch.io]. The developer does appreciate '''[http://bay12games.com/support.html donations]''', but a cut of the cost also goes to the team if the premium version is purchased. &lt;br /&gt;
&lt;br /&gt;
See some sample [http://bay12games.com/dwarves/screens.html screenshots].&lt;br /&gt;
&lt;br /&gt;
'''[[Installation|Download and Installation]] will help get you started.'''&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
There are some differences between the classic and premium versions. The main difference between both versions is that the classic version '''''only''''' uses the ASCII version, though [[Graphics set repository|Graphics sets]] continue to be available for free. The premium version has two options graphically, the original ASCII tileset and 2D static sprites.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
[[File:curses-tileset-screenshot.png|right|thumb|300px|Default ASCII tileset.]]&lt;br /&gt;
[[File:DFG13.png|right|thumb|300px|Graphics set example.]]&lt;br /&gt;
The game has a very steep learning curve, partly due to its CP437 graphics (code page 437, the character set of the original IBM PC), but also due to the fact that it is one of the most complex games ever released. That said, the curve can be overcome with time, documentation from this wiki, help from people on the [http://www.bay12forums.com/smf/ forums], and plenty of [[Alcohol|Beer]].&lt;br /&gt;
&lt;br /&gt;
[[Graphics set repository|Graphics sets]] are available for the classic version which make the graphics more intuitive.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
''Dwarf Fortress'' has two major game modes:&lt;br /&gt;
* [[Dwarf fortress mode|Dwarf Fortress Mode]]: In this [http://en.wikipedia.org/wiki/Construction_and_management_simulation construction and management simulation] mode, you manage a number of [[dwarves]] whose task is to create and defend a [[dwarf fortress mode|fortress]].&lt;br /&gt;
* [[Adventurer mode|Adventurer Mode]]: In this mode, you explore the world in a fashion similar to ''Rogue'', ''NetHack'', or ''Angband'', completing quests and killing monsters in an [http://en.wikipedia.org/wiki/Open_world open world] note however, this feature isn't available in 50.05. However, KitFox has said that the feature will be implemented in the future. &lt;br /&gt;
 &lt;br /&gt;
and a third non-game mode:&lt;br /&gt;
* [[Legends]]: Allows you to read more about the [[legends]] of your world.&lt;br /&gt;
&lt;br /&gt;
An important part of ''Dwarf Fortress'' is that it creates a randomly generated, persistent [[World generation|world]] for you to play in. (The world is only &amp;quot;on&amp;quot; when you are actually playing in it, however.)  When you die in either the [[Adventurer mode|adventure]] or [[Dwarf fortress mode|fortress]] modes, your next game will be in the same world, albeit a few days later. You can visit your old fortress, or get revenge on the monster that killed your adventurer. If your fortress or your adventurer had done anything of particular note, there's a chance that the game will generate a [[legend]] for them, which you can read about in the [[legends]] section.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first alpha version of ''Dwarf Fortress'' was released on the 8th of August 2006, after nearly 4 years of development (which began in October of 2002). Note that while ''Dwarf Fortress'' is technically still in the alpha stage of development, it is fully playable, and definitely enjoyable.&lt;br /&gt;
&lt;br /&gt;
There are some historical milestone [[Version number|versions]] of DF which you might hear of and wonder about:&lt;br /&gt;
&lt;br /&gt;
*'''0.23.130.23a''', the final &amp;quot;2D&amp;quot; version, most often recognized for being the origin of the legendary saga of [[Main:Boatmurdered|Boatmurdered]] (which actually began in version 0.22.110.22f, predating the addition of [[dye]]s and proper [[temperature]] handling, but switched to newer versions as they were released). It was very different from the current version - for example, fortress mode had no [[z-axis]] and did not permit diagonal movement ([[adventurer mode]] supported both of these), and as you dug deeper into the mountain (always to the right) you always encountered an [[23a:cave river|underground river]], a [[23a:chasm|chasm]], a [[23a:magma flow|magma river]], [[23a:eerie glowing pit|hidden fun stuff]], and finally [[23a:raw adamantine|adamantine]]. The critters were also very mean back then, especially [[23a:elephant|elephant]]s.&lt;br /&gt;
*'''0.28.181.40d''', most often referred to as &amp;quot;40d&amp;quot; (which only indicated the number of &amp;quot;bloat&amp;quot; elements implemented and the number of bugfix builds), was current up to April 2010. It didn't have guaranteed magma, had much less interesting underground stuff, the military was much simpler. 0.31 took a long time, so a lot of people are familiar with 40d and there's much wiki-text written on it.&lt;br /&gt;
*'''0.31.25''' introduced the concept of burrows, an immensely revamped military and healthcare system, the cavern layers as well as a significant number of new animals.&lt;br /&gt;
*'''0.34.11''' encompasses the Caravan arc and introduced vampires and werewolves into fortress mode as well as necromancers, undead sieges and evil weather.&lt;br /&gt;
*'''0.40.01''' introduced &amp;quot;world activation&amp;quot; (the world outside your fort continues to progress as you play), multi-tile trees, climbing/jumping, etc. It was the first version of the current wiki namespace: DF2014.&lt;br /&gt;
*'''50.04''' marked the official release of Dwarf Fortress on [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress Itch.io], bringing with it an official graphical set.&lt;br /&gt;
*'''{{current/version/ns}}''' is the current version. &lt;br /&gt;
&lt;br /&gt;
If you are interested in learning more about the history of the development of the game, you can look at [http://www.bay12games.com/dwarves/dev.html the development log].&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
[[Category:FAQ]]&lt;br /&gt;
[[ru:Dwarf Fortress Wiki:Об игре]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=About&amp;diff=291306</id>
		<title>About</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=About&amp;diff=291306"/>
		<updated>2023-02-21T19:00:02Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Information is now up to date, added steam and itch.io links, version differences header and body, and added the 50.04 release to history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:DFLogo.PNG|right|300px]]&lt;br /&gt;
'''''[http://bay12games.com/dwarves/features.html Dwarf Fortress]''''' is a single-player fantasy game by [http://bay12games.com Bay 12 Games]. You can control a [[Dwarf fortress mode|dwarven outpost]] or an [[Adventurer mode|adventurer]] in a randomly generated, persistent [[World generation|world]].&lt;br /&gt;
&lt;br /&gt;
'''''Dwarf Fortress Classic'' is completely free.''' but there are premium versions available through [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress Itch.io]. The developer does appreciate '''[http://bay12games.com/support.html donations]''', but a cut of the cost also goes to the team if the premium version is purchased. &lt;br /&gt;
&lt;br /&gt;
See some sample [http://bay12games.com/dwarves/screens.html screenshots].&lt;br /&gt;
&lt;br /&gt;
'''[[Installation|Download and Installation]] will help get you started.'''&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
There are some differences between the classic and premium versions. The main difference between both versions is that the classic version '''''only''''' uses the ASCII version, though [[Graphics set repository|Graphics sets]] continue to be available for free. The premium version has two options graphically, the original ASCII tileset and 2D static sprites.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
[[File:curses-tileset-screenshot.png|right|thumb|300px|Default ASCII tileset.]]&lt;br /&gt;
[[File:DFG13.png|right|thumb|300px|Graphics set example.]]&lt;br /&gt;
The game has a very steep learning curve, partly due to its CP437 graphics (code page 437, the character set of the original IBM PC), but also due to the fact that it is one of the most complex games ever released. That said, the curve can be overcome with time, documentation from this wiki, help from people on the [http://www.bay12forums.com/smf/ forums], and plenty of [[Alcohol|Beer]].&lt;br /&gt;
&lt;br /&gt;
[[Graphics set repository|Graphics sets]] are available for the classic version which make the graphics more intuitive.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
''Dwarf Fortress'' has two major game modes:&lt;br /&gt;
* [[Dwarf fortress mode|Dwarf Fortress Mode]]: In this [http://en.wikipedia.org/wiki/Construction_and_management_simulation construction and management simulation] mode, you manage a number of [[dwarves]] whose task is to create and defend a [[dwarf fortress mode|fortress]].&lt;br /&gt;
* [[Adventurer mode|Adventurer Mode]]: In this mode, you explore the world in a fashion similar to ''Rogue'', ''NetHack'', or ''Angband'', completing quests and killing monsters in an [http://en.wikipedia.org/wiki/Open_world open world] note however, this feature isn't available in 50.05. However, KitFox has said that the feature will be implemented in the future. &lt;br /&gt;
 &lt;br /&gt;
and a third non-game mode:&lt;br /&gt;
* [[Legends]]: Allows you to read more about the [[legends]] of your world.&lt;br /&gt;
&lt;br /&gt;
An important part of ''Dwarf Fortress'' is that it creates a randomly generated, persistent [[World generation|world]] for you to play in. (The world is only &amp;quot;on&amp;quot; when you are actually playing in it, however.)  When you die in either the [[Adventurer mode|adventure]] or [[Dwarf fortress mode|fortress]] modes, your next game will be in the same world, albeit a few days later. You can visit your old fortress, or get revenge on the monster that killed your adventurer. If your fortress or your adventurer had done anything of particular note, there's a chance that the game will generate a [[legend]] for them, which you can read about in the [[legends]] section.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first alpha version of ''Dwarf Fortress'' was released on the 8th of August 2006, after nearly 4 years of development (which began in October of 2002). Note that while ''Dwarf Fortress'' is technically still in the alpha stage of development, it is fully playable, and definitely enjoyable.&lt;br /&gt;
&lt;br /&gt;
There are some historical milestone [[Version number|versions]] of DF which you might hear of and wonder about:&lt;br /&gt;
&lt;br /&gt;
*'''0.23.130.23a''', the final &amp;quot;2D&amp;quot; version, most often recognized for being the origin of the legendary saga of [[Main:Boatmurdered|Boatmurdered]] (which actually began in version 0.22.110.22f, predating the addition of [[dye]]s and proper [[temperature]] handling, but switched to newer versions as they were released). It was very different from the current version - for example, fortress mode had no [[z-axis]] and did not permit diagonal movement ([[adventurer mode]] supported both of these), and as you dug deeper into the mountain (always to the right) you always encountered an [[23a:cave river|underground river]], a [[23a:chasm|chasm]], a [[23a:magma flow|magma river]], [[23a:eerie glowing pit|hidden fun stuff]], and finally [[23a:raw adamantine|adamantine]]. The critters were also very mean back then, especially [[23a:elephant|elephant]]s.&lt;br /&gt;
*'''0.28.181.40d''', most often referred to as &amp;quot;40d&amp;quot; (which only indicated the number of &amp;quot;bloat&amp;quot; elements implemented and the number of bugfix builds), was current up to April 2010. It didn't have guaranteed magma, had much less interesting underground stuff, the military was much simpler. 0.31 took a long time, so a lot of people are familiar with 40d and there's much wiki-text written on it.&lt;br /&gt;
*'''0.31.25''' introduced the concept of burrows, an immensely revamped military and healthcare system, the cavern layers as well as a significant number of new animals.&lt;br /&gt;
*'''0.34.11''' encompasses the Caravan arc and introduced vampires and werewolves into fortress mode as well as necromancers, undead sieges and evil weather.&lt;br /&gt;
*'''0.40.01''' introduced &amp;quot;world activation&amp;quot; (the world outside your fort continues to progress as you play), multi-tile trees, climbing/jumping, etc. It was the first version of the current wiki namespace: DF2014.&lt;br /&gt;
*'''50.04''' marked the official release of Dwarf Fortress on [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress Itch.io], bringing with it an official graphical set.&lt;br /&gt;
*'''{{current/version/ns}}''' is the current version. &lt;br /&gt;
&lt;br /&gt;
If you are interested in learning more about the history of the development of the game, you can look at [http://www.bay12games.com/dwarves/dev.html the development log].&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
[[Category:FAQ]]&lt;br /&gt;
[[ru:Dwarf Fortress Wiki:Об игре]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Arrow&amp;diff=291305</id>
		<title>Arrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Arrow&amp;diff=291305"/>
		<updated>2023-02-21T18:41:37Z</updated>

		<summary type="html">&lt;p&gt;Natestg: no new information and no new sprites from premium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Arrows''' are a type of [[ammunition]] used with [[bow]]s.  They consist of a wooden, bone, or metal shaft topped with a pointed head (unlike in real life, arrows are made from only one [[material]]). Arrows are only suitable for use with bows; they cannot be fired from crossbows. Bows aren't used much (if at all) in fortress mode since higher-[[quality]] native [[crossbow]]s and [[bolt]]s perform comparably or better.  Therefore, arrows are of limited use, though they can serve as ammunition for bow-filled [[weapon traps]]. Arrows can also be [[thrower|thrown]] or used in melee, although there are better weapons. Dwarves cannot craft arrows, leaving potential bowdwarves no choice but to scrounge low-[[quality]] arrows from [[invader]]s and [[caravan]]s.&lt;br /&gt;
&lt;br /&gt;
As with all projectiles, arrows pierce nearly any material, and are pretty dangerous in almost any circumstance.  If it doesn't break on impact, an arrow can be recovered from the ground, or the body of whatever unfortunate creature happened to make a worthwhile target.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], elf and human players can wield bows (and therefore use arrows), while dwarven players cannot.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If a squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry the wrong type of ammo{{bug|1374}}.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = feb&lt;br /&gt;
| elvish  = lari&lt;br /&gt;
| goblin  = ost&lt;br /&gt;
| human   = nek&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:item_ammo.txt|ITEM_AMMO|ITEM_AMMO_ARROWS}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Ammo}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Arena&amp;diff=291304</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Arena&amp;diff=291304"/>
		<updated>2023-02-21T18:38:52Z</updated>

		<summary type="html">&lt;p&gt;Natestg: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The '''arena''', or ''arena mode'', usually refers to the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
An '''arena''' can also refer to:&lt;br /&gt;
* Arenas that are created in [[fortress mode]] as a [[megaprojects|megaproject]], usually housing dangerous [[creature]]s&lt;br /&gt;
* A [[danger room]] for [[military]] training&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uvash&lt;br /&gt;
| elvish  = thadi&lt;br /&gt;
| goblin  = sponsmöst&lt;br /&gt;
| human   = lomam&lt;br /&gt;
}}&lt;br /&gt;
[[ru:Arena]]&lt;br /&gt;
{{Disambig}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=291303</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=291303"/>
		<updated>2023-02-21T18:38:21Z</updated>

		<summary type="html">&lt;p&gt;Natestg: information still relevant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aquifier_preview.png|thumb|300px|right|&amp;quot;This is what the in-game prompts were warning us about!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Photographed by Michael Behrens''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
An '''aquifer''' is a subterranean [[Stone layers|body of rock]] that holds groundwater. Once exposed it will start leaking [[water]], which can lead to a lot of [[Fun]] [[flood]]ing if left unmanaged. &lt;br /&gt;
&lt;br /&gt;
Aquifer tiles produce water in any ''neighboring'' open tiles – '''north, south, east, west,''' and '''below'''. The amount of water an aquifer produces depends on what type it is. '''Heavy aquifers''' are faster to produce water and much harder to manage compared to '''light aquifers'''. Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as [[damp stone|damp soil]] or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell.&lt;br /&gt;
&lt;br /&gt;
== Types of aquifers ==&lt;br /&gt;
[[File:aqua_varied.png|thumb|150px|Embark screen: Area with a varied aquifer.]]&lt;br /&gt;
&lt;br /&gt;
The type of aquifers contained within the [[embark]] location can be reviewed in the [[embark screen]]. In addition to the heavy and light types of aquifer, DF can also display &amp;quot;Varied aquifer&amp;quot; if both types are present within the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
=== Light aquifers ===&lt;br /&gt;
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atmospheric waterfall.&lt;br /&gt;
&lt;br /&gt;
An open tile will receive water from a light aquifer only if it is directly '''north of, south of, east of, west of, or below''' a tile of the aquifer  (not in the tile '''above''' them, nor in any diagonally-adjacent tiles). &lt;br /&gt;
The amount of water that the open tile receives is random, on average four per month, possibly reaching as low as two or as high as six. The same amount of water is received regardless of the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives.&lt;br /&gt;
&lt;br /&gt;
Unlike heavy aquifers, light aquifer tiles do not drain away water.&lt;br /&gt;
&lt;br /&gt;
Although digging through light aquifer tiles is not very dangerous, your dwarves will continuously cancel designations with the &amp;quot;damp stone&amp;quot; warning with each new tile uncovered. The player must therefore repeatedly re-designate light aquifer squares to get the dwarves to mine it, making it a tedious affair. There is no way to turn off this automatic cancellation without using external tools such as [[DFHack]]. Alternately, once all desired tiles are revealed from above and designated for mining, when the &amp;quot;damp stone&amp;quot; alert pauses the mining activity, simply unpause for each alert (note that the unrevealed parts of designations will still be cancelled).&lt;br /&gt;
&lt;br /&gt;
=== Heavy aquifers ===&lt;br /&gt;
Unlike light aquifers, heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible. Depending on the [[embark]] location's biomes, you may deploy to an area containing no aquifers, or up to several aquifers throughout your map.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer - digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
*[[claystone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations, and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with heavy aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;. The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
&lt;br /&gt;
A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Side view]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric ring method for multiple layers ====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
{{Mod}}&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
==== With Lazy Newb Pack====&lt;br /&gt;
Using the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] you can disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
==== With DFHack ====&lt;br /&gt;
The [[Utility:DFHack|DFHack]] command &amp;lt;code&amp;gt;light-aquifers-only&amp;lt;/code&amp;gt; changes all heavy aquifers to light aquifers. If you prefer not having to deal with aquifers at all, the DFHack command &amp;lt;code&amp;gt;drain-aquifer&amp;lt;/code&amp;gt; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
# Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
# Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
#* filter any&lt;br /&gt;
#* paint aqua 0&lt;br /&gt;
#* range 4 4&lt;br /&gt;
# In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
# In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
# Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents light aquifers as well as heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (all operating systems) ====&lt;br /&gt;
You can manually perform the command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”\data\vanilla\vanilla_materials\objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of heavy aquifers? ===&lt;br /&gt;
Although annoying, heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z-level of the aquifer, then connecting it to a breached aquifer a level above, through a channel dug a level above that, will create a permanently flowing, compact, secure water/power source completely contained within the fortress.&lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random-appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; Bugs ==&lt;br /&gt;
* As of {{version|0.47.01}}, there are two types of aquifers: '''light aquifer''' and '''heavy aquifer''', with light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;heavy&amp;quot; type.&lt;br /&gt;
* Aquifers south/west of the NW-SE diagonal in the local embark map are not displayed on the embark screen (but they're still present). {{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=291302</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=291302"/>
		<updated>2023-02-21T18:35:51Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:many_organs_preview.png|right]]This page details the constituent limbs and '''organs''' one can expect to find in a dwarf's body, based on data from &amp;lt;code&amp;gt;\raw\objects\body_default.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;\raw\objects\creature_standard.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Head Structure=&lt;br /&gt;
===Hair===&lt;br /&gt;
[[Hair]] is common to many creatures, not the least of which are dwarves. Dwarves can exhibit facial hair from birth, though female dwarves do not grow any by default (this &amp;lt;s&amp;gt;mistake&amp;lt;/s&amp;gt; can be &amp;lt;s&amp;gt;corrected&amp;lt;/s&amp;gt; changed in &amp;lt;code&amp;gt;creature_standard.txt&amp;lt;/code&amp;gt; under the token &amp;lt;code&amp;gt;[CASTE:FEMALE]&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
Eyes allow dwarves to use their sight to view the world around them, and make decisions based on visual information. Losing both eyes can [[Wound#Blindness|render a dwarf blind]], resulting in a dramatic decrease in situational awareness and crafting quality.&lt;br /&gt;
&lt;br /&gt;
===Nose===&lt;br /&gt;
Noses allow dwarves to smell things that [[DF2014:Smell|emit odors]]. A dwarf without a nose cannot smell, and will generate no thoughts upon encountering odors - including [[miasma]].&lt;br /&gt;
&lt;br /&gt;
===Mouth===&lt;br /&gt;
Mouths contain teeth and are used for biting. Interestingly, they are only considered in combat; even if a dwarf somehow loses their mouth, they can still eat meals and talk to other dwarves.&lt;br /&gt;
&lt;br /&gt;
An interesting point to note is that both the mouth and nose can be removed, and the dwarf will still be able to breathe.&lt;br /&gt;
&lt;br /&gt;
===Ears===&lt;br /&gt;
Ears are used to hear [[DF2014:Noise|noises]]. To a dwarf, the only noises that matter are those from tasks that modify tiles, such as mining, carving/smoothing, and woodcutting. Losing both ears renders dwarves deaf, and thus unable to hear noises.&lt;br /&gt;
&lt;br /&gt;
==Head Organs==&lt;br /&gt;
&lt;br /&gt;
===Brain===&lt;br /&gt;
Brains allow dwarves to think and are critical to survival. If the brain experiences any damage beyond bruising, it may result in loss of consciousness, or even death.&lt;br /&gt;
&lt;br /&gt;
=Upper Body Structure=&lt;br /&gt;
&lt;br /&gt;
===Neck===&lt;br /&gt;
Necks contain part of the upper spine and connect the head to the torso. They contain nervous pathways that are critical to life. Damage to the neck may result in full body paralysis, followed by death.&lt;br /&gt;
&lt;br /&gt;
===Throat===&lt;br /&gt;
Throats are the forward-facing portion of the neck. They can be strangled to induce unconsciousness, and contain major arteries that can cause rapid death when opened by attacks.&lt;br /&gt;
&lt;br /&gt;
===Upper Torso===&lt;br /&gt;
The upper torso contains critical organs used for sustained life functions. Damage to the chest often results in damage to these critical organs, which can quickly result in death. The upper torso connects the neck and the lower torso, and attaches both arms to the body.&lt;br /&gt;
&lt;br /&gt;
===Arms===&lt;br /&gt;
Arms are used for general physical interaction with the world, including lifting and carrying objects, [[wrestling]] with combatants, and grasping items. They may also be used for mobility if the dwarf does not have the ability to stand, which may arise from loss or impairment of the legs.&lt;br /&gt;
&lt;br /&gt;
*Upper arm&lt;br /&gt;
**The upper arm connects the torso and the lower arm.&lt;br /&gt;
&lt;br /&gt;
*Lower arm&lt;br /&gt;
**The lower arm connects the upper arm and the hand.&lt;br /&gt;
&lt;br /&gt;
*Hand&lt;br /&gt;
**Hands are used for attacks and grasping, and are typically populated with five fingers, including the thumb. A dwarf may experience difficulty grasping if one or more fingers are missing from the hand, and will, obviously, completely lose their ability to grasp if all fingers are lost.&lt;br /&gt;
&lt;br /&gt;
==Upper Body Organs==&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
Hearts are necessary to circulate a dwarf's blood around their body. Without it, dwarves very quickly die; serious injuries such as punctures can also lead to rapid death.&lt;br /&gt;
&lt;br /&gt;
===Lungs===&lt;br /&gt;
Lungs allow dwarves to breathe. Loss of one can impair a dwarf's stamina, and can cause the dwarf to become Winded when doing basic tasks; loss of both causes death by suffocation.&lt;br /&gt;
&lt;br /&gt;
===Stomach===&lt;br /&gt;
Stomachs ''would'' be used to digest food, but their presence is mostly decorative. A dwarf with a missing stomach can still eat. Strikes to the stomach can cause nausea and vomiting.&lt;br /&gt;
&lt;br /&gt;
===Liver===&lt;br /&gt;
Livers are used to determine how well a given creature can hold its liquor. Dwarves have one of these, but it's a very large one; 50% larger, in fact, than the default size, allowing them to constantly drink alcoholic beverages and live happy, healthy lives. A dwarf can lose their liver and still drink quite copiously with no ill effects, so dwarves' ability to resist alcohol poisoning may be based on sheer willpower rather than any biological advantage.&lt;br /&gt;
&lt;br /&gt;
===Pancreas===&lt;br /&gt;
Pancreases would be used to regulate digestion and blood sugars, but dwarven diabetes does not exist, therefore their presence is entirely decorative. They can be damaged, but this is unlikely compared to the stomach, liver, lungs and heart due to their small size.&lt;br /&gt;
&lt;br /&gt;
===Spleen===&lt;br /&gt;
Spleens would be used to filter the blood, like the kidneys, but they are entirely decorative, like the pancreas.&lt;br /&gt;
&lt;br /&gt;
=Lower Body Structure=&lt;br /&gt;
&lt;br /&gt;
===Lower Torso===&lt;br /&gt;
The lower torso contains non-critical organs that are not immediately important to continued survival. It connects the upper torso and the legs.&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
Legs are used for standing, walking, running, and jumping. When missing one or even two, dwarves can use crutches to walk, and may even become skilled enough to return to their standard walking speed; however, dwarves who have neurological damage to one or both legs will not use crutches, despite the obvious need.&lt;br /&gt;
&lt;br /&gt;
*Upper Leg&lt;br /&gt;
**The upper leg connects the lower torso and lower leg.&lt;br /&gt;
&lt;br /&gt;
*Lower Leg&lt;br /&gt;
**The lower leg connects the upper leg and foot.&lt;br /&gt;
&lt;br /&gt;
*Foot&lt;br /&gt;
**Feet are used to maintain a stance, and are required for walking. Loss of just one foot may impair a dwarf's mobility severely, especially without a crutch.&lt;br /&gt;
&lt;br /&gt;
==Lower Body Organs==&lt;br /&gt;
&lt;br /&gt;
===Guts===&lt;br /&gt;
Guts are considered to be one cohesive unit by the game, and are simulated as such; they represent the small and large intestinal tracts that fill the abdominal cavity. They are considered to be 'under pressure', and thus may be ejected if the lower torso is opened by an attack. Guts being ejected usually results in death.&lt;br /&gt;
&lt;br /&gt;
===Kidneys===&lt;br /&gt;
Kidneys would be important in cleaning the blood and creating urine, but the game treats them decoratively. The kidneys are not life-critical, and one or both can be disabled or removed without much incident.&lt;br /&gt;
&lt;br /&gt;
=Limb Components=&lt;br /&gt;
Limbs and other components of the body are layered in material that helps protect the vital organs and nervous connections that keep the body functioning.&lt;br /&gt;
&lt;br /&gt;
==Skin==&lt;br /&gt;
[[Skin]] is a protective layer that surrounds most external body parts; the first line of defense from infection and disease, and protects dwarves from contaminants such as blood or vomit. Dwarves with healthy skin will usually wash contaminants off of their skin with water, using soap if it is available.&lt;br /&gt;
&lt;br /&gt;
==Fat==&lt;br /&gt;
Subcutaneous [[fat]] is held under the skin, where it forms an additional layer of protection against blunt-force and slashing injuries. As Dwarf Fortress' layering system is somewhat abstracted, when a dwarf is set on fire, their fat usually catches alight first, destroying the skin in the process.&lt;br /&gt;
&lt;br /&gt;
Some dwarves can survive burning even when all of their skin and fat is burned off, forming sinewy &amp;quot;supersoldiers&amp;quot; that do not experience pain. They are, however, very likely to die of blood loss before this can be achieved.&lt;br /&gt;
&lt;br /&gt;
==Muscle==&lt;br /&gt;
Muscles are critical in moving parts of the body, and are the core component in the motoric capability of a limb. Torn muscles can heal over time, but will temporarily reduce or negate the ability of a limb to function.&lt;br /&gt;
&lt;br /&gt;
===Sinews===&lt;br /&gt;
Sinews connect the muscles and bones together, and include the tendons (muscle-to-bone) and ligaments (bone-to-bone). Sinew tearing will disable limbs until they heal on their own.&lt;br /&gt;
&lt;br /&gt;
==Nerves==&lt;br /&gt;
Nerves carry impulses to and from a creature's brain. Nerves are connected between body parts up to the brain; if a nerve is severed, all nerves downstream of it will be paralysed or numb. Nerves cannot heal, and once severed, will never reconnect.&lt;br /&gt;
&lt;br /&gt;
===Sensory===&lt;br /&gt;
Sensory nerves are used to experience tactile sensations in limbs, such as bumps, scratches and touches. Loss of sensory nerves can arise from skin damage and deep cuts, which can render the limb numb.&lt;br /&gt;
&lt;br /&gt;
===Motor===&lt;br /&gt;
Motor nerves are used to actuate muscles that move limbs. If an attack severs a motor nerve, the limb and any others connected to it will be paralysed.&lt;br /&gt;
&lt;br /&gt;
==Arteries==&lt;br /&gt;
Arteries carry blood around the body, typically under moderate pressure. If an attack opens an artery, the blood may spray and spatter walls and floors, and puts the creature in imminent danger of bleeding out if untreated.&lt;br /&gt;
[[File:all_organs.png|thumb|200px|center|A doctor's cheat sheet.]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Amphibious&amp;diff=291301</id>
		<title>Amphibious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Amphibious&amp;diff=291301"/>
		<updated>2023-02-21T18:35:10Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Amphibious''' creatures (those with the {{token|AMPHIBIOUS}} [[token]]) can move and breathe underwater and on dry land, and can path into your fortress down any unshielded waterworks. They can spawn on flooded map edges, and, in the case of large predators like [[cave crocodile]]s, may prove quite dangerous to [[fishing|fisherdwarfs]]. Amphibious creatures that also have the {{token|MOUNT}} or {{token|MOUNT_EXOTIC}} token can be ridden by (air-breathing) [[siege]]rs into combat, which causes some hilarity when entire [[squad]]s of [[goblin]]s perish because their [[alligator]]s dove into your [[moat]].&lt;br /&gt;
[[File:amphibious_preview.png|thumb|260px|center|A frog, the most &amp;quot;generic&amp;quot; amphibious thing people know about.]]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Amphibious]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Amber&amp;diff=291300</id>
		<title>Amber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Amber&amp;diff=291300"/>
		<updated>2023-02-21T18:33:07Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing new to add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Amber''' is a type of [[material]] made from fossilized tree resin. Although it has been present in ''Dwarf Fortress'' since the very first release, amber has never served an in-game purpose, as your dwarves cannot produce it (even though the [[furniture]] and [[finished goods]] [[stockpile]]s include amber within the &amp;quot;Other Materials&amp;quot; listing). Civilizations with access to ocean products (and in proximity to appropriate oceans) have access to this material and can make it into crafts. Thus, very little is known about the material or what its purpose in the game is, though a use might still be implemented in the future. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s are occasionally made of amber, though like all non-fleshy procedurally generated creatures, these only leave ''pieces'' of amber behind when killed.  Amber has the exact same material properties as snow, [[mud]], and [[vomit]] – even punching it a few times will probably be enough to kill creatures made of it. &lt;br /&gt;
&lt;br /&gt;
Amber is one of the three unimplemented organic materials in the game, the others being [[coral]] and [[pearl]]s. Dwarves can still have [[preference]]s for these materials; more annoyingly, [[noble]]s can still issue [[demand]]s involving these materials.&lt;br /&gt;
&lt;br /&gt;
[[File:amber2.png|thumb|230px|center|The stuff of fossils.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thukkan&lt;br /&gt;
| elvish  = ilí&lt;br /&gt;
| goblin  = rud&lt;br /&gt;
| human   = kuppo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Nobles have been known to mandate amber goods in response to reports of goblin [[thief|babysnatchers]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|AMBER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:DF2012:Amber]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=291299</id>
		<title>Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=291299"/>
		<updated>2023-02-21T18:31:57Z</updated>

		<summary type="html">&lt;p&gt;Natestg: No new information and no new sprites from premium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_alcohol_preview.png|170px|right]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[dwarf|dwarves]]; a dwarf will drink booze an average of five times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze, they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preferences]] for various types of drinks. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
Alcohol can also be used as an ingredient for [[kitchen|prepared meals]]. However, meals made with alcohol no longer cause your dwarves to get drunk, and will not sate their thirst.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work]]Most [[crop]]s and [[fruit]] [[tree]]s in the game can have their produce turned into drink, and, thus, most drink is sourced from dwarven [[farming]], both indoors and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution, though the added variety of drinks can make it worthwhile. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic [[mead]], the only form of drink that is not derived from plants or fruit.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well-stocked. To brew a drink, a dwarf will need an empty watertight container of some kind (either a [[barrel]] or [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
[[File:alcohol_preview.jpg|thumb|250px|right|Secret ingredient: happiness]]Dwarven thirst is constrained by the important {{token|ALCOHOL_DEPENDENT|c}} [[creature token]], which causes them to suffer severe performance penalties when deprived of alcohol. &amp;quot;Dry&amp;quot; dwarves increasingly lose [[gait|walking speed]] and [[Combat#Attack_Speed|attack speed]]. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.44.06, creatures of ''any'' race (even including animals, due to a bug) who were exposed to enough combat to become fully hardened (&amp;quot;doesn't really care about anything anymore&amp;quot;) would also become alcoholics.&lt;br /&gt;
&lt;br /&gt;
All creatures can theoretically survive drinking nothing but alcohol for their entire lives, though they may be subject to [[#Alcohol poisoning|alcohol poisoning]] due to not having the same tolerance level as dwarves. Neither dwarves nor any race of creature will accept an alcohol ration if resting in a [[hospital]], and must instead be given fresh water until they recover. Water may also be given to busy dwarves that become thirsty.{{bug|2448}}&lt;br /&gt;
&lt;br /&gt;
[[Vampire]] dwarves are just as alcohol-dependent as the mortal kind. Despite this, in [[fortress mode]], they will only ever drink [[blood]], ensuring they eventually suffer withdrawal even if your pantry is stocked to the brim with every beverage imaginable. This does not stop tavern keepers from giving them drink, if such is available inside the tavern.&lt;br /&gt;
&lt;br /&gt;
Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
Alcohol, like all other liquids, does not have a quality modifier. The level of happy [[thought]] generated by drinking a [[preferences|preferred]] alcohol is dependent upon the value of the entire stack of alcohol.{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
&lt;br /&gt;
Dwarves prefer drinking alcohol out of a [[Finished goods#Goblets|mug, cup, or goblet]] and will receive an unhappy [[thought]] for drinking alcohol without one of these three vessel types. These may be placed in [[coffer]]s in designated [[tavern]]s.  Visitors will drink alcohol too.&lt;br /&gt;
&lt;br /&gt;
=== Alcohol poisoning ===&lt;br /&gt;
&lt;br /&gt;
Over-consumption of alcohol can lead to harmful syndromes, progressing to inebriation, unconsciousness, and death. Each individual has their own tolerance level based on their size (with dwarves having 1.5× the resistance for their size) and each individual will consume more or less according to their [[need]] to drink. Mysterious deaths from suffocation in your taverns are most likely cases of acute alcohol poisoning. Note that the lethal effects of alcohol poisoning are caused by impairing the function of a creature's lungs, making creatures that lack lungs, or the need to breathe, immune to death from alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
== List of alcohol ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient&lt;br /&gt;
! Beverage produced&lt;br /&gt;
! Beverage value&lt;br /&gt;
! Type&lt;br /&gt;
! Source&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]] || data-sort-value=&amp;quot;wine Dwarven&amp;quot;| Dwarven wine || 2 || rowspan=&amp;quot;44&amp;quot; style=&amp;quot;background-color:#cfc&amp;quot;| Plant-based || style=&amp;quot;background-color:#aaa&amp;quot; | Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]] || data-sort-value=&amp;quot;ale Dwarven&amp;quot;| Dwarven ale || 2 || style=&amp;quot;background-color:#aaa&amp;quot; | Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]] || data-sort-value=&amp;quot;beer Dwarven&amp;quot;| Dwarven beer || 2 || style=&amp;quot;background-color:#aaa&amp;quot; | Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]] || data-sort-value=&amp;quot;rum Dwarven&amp;quot;| Dwarven rum || 2 || style=&amp;quot;background-color:#aaa&amp;quot; | Indoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]] || data-sort-value=&amp;quot;whiskey Swamp&amp;quot;| Swamp whiskey || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]] || data-sort-value=&amp;quot;beer Tuber&amp;quot;| Tuber beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]] || data-sort-value=&amp;quot;wine Prickle&amp;quot;| Prickle berry wine || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]] || data-sort-value=&amp;quot;beer Longland&amp;quot;| Longland beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]] || data-sort-value=&amp;quot;brew Sewer&amp;quot;| Sewer brew || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]] || data-sort-value=&amp;quot;wine Fisher&amp;quot;| Fisher berry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]] || data-sort-value=&amp;quot;spirits River&amp;quot;| River spirits || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]] || data-sort-value=&amp;quot;cruor Gutter&amp;quot;| Gutter cruor || 1 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]] || Sunshine || 5 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]] || data-sort-value=&amp;quot;wine Whip&amp;quot;| Whip wine || 3 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Beet]] || data-sort-value=&amp;quot;wine Beetroot&amp;quot;| Beetroot wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild carrot]] || data-sort-value=&amp;quot;wine Carrot&amp;quot;| Carrot wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassava]] || data-sort-value=&amp;quot;beer Cassava&amp;quot;| Cassava beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Parsnip]] || data-sort-value=&amp;quot;wine Parsnip&amp;quot;| Parsnip wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Potato]] || data-sort-value=&amp;quot;wine Potato&amp;quot;| Potato wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Radish]] || data-sort-value=&amp;quot;wine Radish&amp;quot;| Radish wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet potato]] || data-sort-value=&amp;quot;wine Sweet&amp;quot;| Sweet potato wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Turnip]] || data-sort-value=&amp;quot;wine Turnip&amp;quot;| Turnip wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Single-grain wheat]] || data-sort-value=&amp;quot;beer Single-grain&amp;quot;| Single-grain wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Two-grain wheat]] || data-sort-value=&amp;quot;beer Two-grain&amp;quot;| Two-grain wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Soft wheat]] || data-sort-value=&amp;quot;beer Soft&amp;quot;| Soft wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Hard wheat]] || data-sort-value=&amp;quot;beer Hard&amp;quot;| Hard wheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Spelt]] || data-sort-value=&amp;quot;beer Spelt&amp;quot;| Spelt beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Barley]] || data-sort-value=&amp;quot;wine Barley&amp;quot;| Barley wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Buckwheat]] || data-sort-value=&amp;quot;beer Buckwheat&amp;quot;| Buckwheat beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rye]] || data-sort-value=&amp;quot;beer Rye&amp;quot;| Rye beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorghum]] || data-sort-value=&amp;quot;beer Sorghum&amp;quot;| Sorghum beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rice]] || data-sort-value=&amp;quot;beer Rice&amp;quot;| Rice beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Maize]] || data-sort-value=&amp;quot;beer Maize&amp;quot;| Maize beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Quinoa]] || data-sort-value=&amp;quot;beer Quinoa&amp;quot;| Quinoa beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaniwa]] || data-sort-value=&amp;quot;beer Kaniwa&amp;quot;| Kaniwa beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pendant amaranth]] || data-sort-value=&amp;quot;amaranth Pendant&amp;quot;| Pendant amaranth beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood amaranth]] || data-sort-value=&amp;quot;amaranth Blood&amp;quot;| Blood amaranth beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Purple amaranth]] || data-sort-value=&amp;quot;amaranth Purple&amp;quot;| Purple amaranth beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl millet]] || data-sort-value=&amp;quot;beer Pearl&amp;quot;| Pearl millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[White millet]] || data-sort-value=&amp;quot;beer White&amp;quot;| White millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger millet]] || data-sort-value=&amp;quot;beer Finger&amp;quot;| Finger millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Foxtail millet]] || data-sort-value=&amp;quot;beer Foxtail&amp;quot;| Foxtail millet beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Fonio]] || data-sort-value=&amp;quot;beer Fonio&amp;quot;| Fonio beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Teff]] || data-sort-value=&amp;quot;beer Teff&amp;quot;| Teff beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || data-sort-value=&amp;quot;cider Apple&amp;quot;| Apple cider || 2 || rowspan=&amp;quot;32&amp;quot; style=&amp;quot;background-color: #fcc&amp;quot;| Fruit-based&lt;br /&gt;
| Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || data-sort-value=&amp;quot;wine Apricot&amp;quot;| Apricot wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Banana]] || data-sort-value=&amp;quot;beer Banana&amp;quot;| Banana beer || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || data-sort-value=&amp;quot;wine Bayberry&amp;quot;| Bayberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || data-sort-value=&amp;quot;wine Carambola&amp;quot;| Carambola wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || data-sort-value=&amp;quot;wine Cherry&amp;quot;| Cherry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || data-sort-value=&amp;quot;cider Custard-apple&amp;quot;| Custard-apple cider || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Date]] || data-sort-value=&amp;quot;wine Date&amp;quot;| Date wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || data-sort-value=&amp;quot;wine Durian&amp;quot;| Durian wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || data-sort-value=&amp;quot;wine Guava&amp;quot;| Guava wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || data-sort-value=&amp;quot;wine Lychee&amp;quot;| Lychee wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango]] || data-sort-value=&amp;quot;wine Mango&amp;quot;| Mango wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || data-sort-value=&amp;quot;wine Papaya&amp;quot;| Papaya wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || data-sort-value=&amp;quot;cider Peach&amp;quot;| Peach cider || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || Perry || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || data-sort-value=&amp;quot;wine Persimmon&amp;quot;| Persimmon wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || data-sort-value=&amp;quot;wine Plum&amp;quot;| Plum wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || data-sort-value=&amp;quot;wine Pomegranate&amp;quot;| Pomegranate wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || data-sort-value=&amp;quot;wine Rambutan&amp;quot;| Rambutan wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || data-sort-value=&amp;quot;cider Sand&amp;quot;| Sand pear cider || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Artichoke]] || data-sort-value=&amp;quot;wine Artichoke&amp;quot;| Artichoke wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomato]] || data-sort-value=&amp;quot;wine Tomato&amp;quot;| Tomato wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomatillo]] || data-sort-value=&amp;quot;wine Tomatillo&amp;quot;| Tomatillo wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Passion fruit]] || data-sort-value=&amp;quot;wine Passion&amp;quot;| Passion fruit wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Grape]] || Wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Cranberry]] || data-sort-value=&amp;quot;wine Cranberry&amp;quot;| Cranberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Bilberry]] || data-sort-value=&amp;quot;wine Bilberry&amp;quot;| Bilberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Blueberry]] || data-sort-value=&amp;quot;wine Blueberry&amp;quot;| Blueberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackberry]] || data-sort-value=&amp;quot;wine Blackberry&amp;quot;| Blackberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Raspberry]] || data-sort-value=&amp;quot;wine Raspberry&amp;quot;| Raspberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Pineapple]] || data-sort-value=&amp;quot;wine Pineapple&amp;quot;| Pineapple wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Strawberry]] || data-sort-value=&amp;quot;wine Strawberry&amp;quot;| Strawberry wine || 2 || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| [[Honey]] || Mead || 1 || style=&amp;quot;background-color: #ddd&amp;quot;| Animal-based || Outdoors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Any item of type [[Item_token#DRINK|DRINK]]:NONE is considered to be an alcoholic beverage as far as the game is concerned, regardless of the material used. Thus, if you were to make a [[reaction]] which produces drinks of, say, [[elf]] blood, your dwarves would happily chug them down, sating their alcohol dependency in the process. Note that DRINK items don't cause inebriation symptoms by themselves; these are dependent on a [[syndrome]] associated with the consumed substance (see the PLANT_ALCOHOL_TEMPLATE raws below for an example). However, you could always add this syndrome, or another one of your own design, to the material you want to use.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Cooks will only cook alcohol and other fluids as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}} For more information, see the [[Kitchen#Bugs|kitchen]] page.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Alcohol plant stockpile]] — Brewery input stockpile helper page&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|PLANT_ALCOHOL_TEMPLATE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{category|Dwarves}}&lt;br /&gt;
{{category|Food}}&lt;br /&gt;
[[ru:Alcohol]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Age&amp;diff=291297</id>
		<title>Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Age&amp;diff=291297"/>
		<updated>2023-02-21T18:28:59Z</updated>

		<summary type="html">&lt;p&gt;Natestg: Nothing of note to add, no new information for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about [[creature]] age. For world generation &amp;quot;ages&amp;quot;, see [[Calendar#Ages]].''&lt;br /&gt;
[[File:Young Man and Old Woman MET DP801451.jpg|thumb|260px|right|One of them has their whole life ahead of them.]]'''Age''' is a [[creature]] attribute describing how long the creature has been alive, including creatures born before the beginning of time in terms of [[world generation]] (year zero). Age determines the life stage of creatures and, until it is fully grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwarf|dwarves]] will have observable ages in the [[thoughts and preferences]] screen. The age of a creature is determined based on the exact time of its birth, but is displayed in the game as an integer that is ticked up every time it reaches a birthday.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The age of a creature has an important effect on its overall [[size]] and maturity. The starkest example of this in the game is the case of the [[dragon]], which is born 6,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; in size (and technically an adult) then takes a thousand years to reach its full size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. However, the vast majority of the non-sapient creatures your dwarves encounter take one year to mature to adulthood and two years to reach full size; [[elephant]]s and [[giraffe]]s are notable exceptions, as their young take ten years to mature (though they reach full size in only 5 years). Upon reaching adulthood, non-sapient creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared]], revert to [[Animal trainer|wild]] status, and various other effects.&lt;br /&gt;
&lt;br /&gt;
The life cycle of [[dwarves]] is slightly more complicated: juveniles ages zero to one are considered babies, and must be carried about by their mothers; between the ages of one to twelve they are considered [[children]], and can perform some limited tasks; and once they reach 18 years of age, they are considered adults. The process is the same for other [[creature#civilized|civilized]] races, the original [[animal people]], and the humanoid [[semi-megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
Another aspect that is controlled by age is lifespan. This is determined by the {{token|MAXAGE}} token, which if present determines the minimum age at which a given creature may die of old age, and the maximum age that may be reached before death is guaranteed. Most organic creatures will eventually die of old age (including fortuitous fortress dwarves), usually within a range of 1-100 years. [[Savage|Giant]] versions of animals inherit their normally-sized brethrens' lifespans, while [[animal people]] usually have somewhat longer lifespans than their representative creatures. A few species, such as [[elf|elves]], [[goblin]]s, and some unintelligent and unnatural creatures, will live until they are killed. [[Megabeast]]s, the [[undead]], [[night creature]]s, and the procedurally generated [[forgotten beast]]s and [[titan]]s are similarly immortal. This immortality is due to such creatures either lacking a {{tt|[MAXAGE]}} token, or having acquired the [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag. Immigrants may sometimes show up with incorrect ages (future birthdates) {{Bug|3945}} or incorrect life stages (4 month old children) {{Bug|3752}}.  This normally does not cause a problem, and life stages get rechecked every birthday. Note that only an intelligent civilized creature vulnerable to death by expiration will seek [[necromancer|necromancy]], which means goblins and elves never become practitioners of the dark arts.&lt;br /&gt;
&lt;br /&gt;
Age does not interfere with a creature's physical or mental [[skill]]s, attributes or behavior; a 150 year old dwarf is as capable as a 12 year old one. Despite most [[vermin]] possessing a noted {{tt|[MAXAGE]}}, they do not seem to be affected by aging; a tamed vermin creature will last forever, even if it would otherwise die after a single year.&lt;br /&gt;
&lt;br /&gt;
The game checks if a creature will die of old age at the beginning of every new year, on the 1st of Granite. In longer-running fortresses, several animals and livestock with short life spans could die at the same time. A creature's lifespan is determined at birth, so restoring from a previous seasonal autosave will ''not'' give them a chance to live longer.&lt;br /&gt;
&lt;br /&gt;
Historical figures existing in year 1 are born in a &amp;quot;time before time&amp;quot; and described with &amp;quot;the appearance of one who is X years old&amp;quot;. This includes your starting seven, in young worlds.&lt;br /&gt;
&lt;br /&gt;
== Sample list of age characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Age of Adulthood&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Age of Full Size&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Minimum Age of Death&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Maximum Age of Death&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ant]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Bat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Antman]]&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dog]]&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Lion]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Unicorn]]&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant seal]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 15&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sponge]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Carp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ogre]]&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant]]&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 50&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Serpent man]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sperm whale]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10 &lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Human]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 60&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sea serpent]]&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dwarf]]&lt;br /&gt;
| 18&lt;br /&gt;
| 18&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Kobold]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Troll]]&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 800&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elf]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goblin]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dragon]]&lt;br /&gt;
| 0&lt;br /&gt;
| 1,000&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Minotaur]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The mechanics of aging are defined by [[creature token]]s within creatures' [[raw file]]s, and can easily be modified by those looking to make changes to their game.&lt;br /&gt;
*{{tt|[CHILD:#]}}: Age at which children become adults. Set to 1 for most creatures, up to 10 for a few ([[giraffe]], [[elephant]]), and is set to 12 for most sapient creatures.&lt;br /&gt;
*{{tt|[BABY:#]}}: For sapient creatures, age at which babies become [[children]]. Always set to 1.&lt;br /&gt;
*{{tt|[BODY_SIZE:#:#:#]}}: Controls the body size of the creature, typically two or more are used to constrain its growth pattern. The first number is age in years; the second additional age in days. The third number is its size in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. The body size points are independent of the age of adulthood for the animal: many animals are adults in one year, but take two years to reach their full size, for instance.&lt;br /&gt;
*{{tt|[MAXAGE:#:#]}}: The first number given is the minimum natural lifespan of a creature, while the second is the maximum. The distribution of deaths from natural causes in between the two values is linear (you can test this yourself using [https://gist.github.com/Putnam3145/acd1a457c65ac315719f713677e6c13d this script]); the moment of death-by-old-age of a creature is stored from birth. If this tag is not present at all, the creature is biologically immortal.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = anam&lt;br /&gt;
| elvish  = eyo&lt;br /&gt;
| goblin  = abo&lt;br /&gt;
| human   = thad&lt;br /&gt;
}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Age]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bar&amp;diff=291295</id>
		<title>Bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bar&amp;diff=291295"/>
		<updated>2023-02-21T18:25:32Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{For/see|built horizontal and vertical bars|[[Bars]]}}&lt;br /&gt;
{{For/see|designated tavern locations|[[Tavern]]}}&lt;br /&gt;
[[File:metal_bars_preview.png|right]]A '''bar''' (also known as an &amp;quot;ingot&amp;quot;) is a sub-type of building material (interchangeable with a [[block]] for that purpose), and is the base individual unit of [[metal]], [[charcoal]], [[coke]], [[potash]], [[ash]], [[pearlash]], and [[soap]].  All [[metal]]s are created as bars at a [[smelter]], whether processed from [[ore]]s, [[alloy]]ed with other metals, or [[melt]]ed down from existing metal items.&lt;br /&gt;
&lt;br /&gt;
With the exception of non-[[fire-safe]] materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long as one made from bars of [[steel]]. Bars are a storage unit and not an end product in and of themselves, being used for various other tasks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bar !! Used for&lt;br /&gt;
|-&lt;br /&gt;
| [[ash]] || making [[lye]] or [[potash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[fuel|charcoal&amp;lt;br /&amp;gt;or coke]]|| powering standard [[forge]]s, [[smelter]]s, [[kiln]]s, and [[glass furnace]]s,&amp;lt;br /&amp;gt;and making [[pig iron]] and [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[metal]] || [[blacksmith|smithing]] &lt;br /&gt;
|-&lt;br /&gt;
| [[pearlash]] || making clear or crystal [[glass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[potash]] || [[potash|fertilizing]] [[farming|farm]]s or making [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[soap]] || [[health care]] and [[cleaning|cleaning self]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All bars are 600 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; in [[size]], which means up to 10 will fit into a [[Container#Quick_Reference|6000-capacity bin]]. The only exception to this 600 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; size are possibly partially-used soap bars. In the real world, a [http://upload.wikimedia.org/wikipedia/commons/c/c6/Gold_bullion_2.jpg 400-tr.oz. bar of gold] is approximately the same size, at 645 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All types of bars can also be used to build [[workshop]]s, [[road]]s, [[bridge]]s, and other [[construction]]s. Different bars require different [[labor]]s in their construction: [[blacksmith|smithing]] is used for metal bars and [[mason]]ry for all others (including bars of soap).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bars&amp;quot; of [[adamantine]] metal are referred to as &amp;quot;wafers&amp;quot;, but when used as building material they function the same as any other bars.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stack]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ish&lt;br /&gt;
| elvish  = emu&lt;br /&gt;
| goblin  = zak&lt;br /&gt;
| human   = tod&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Bar]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bushtit_man&amp;diff=290801</id>
		<title>Bushtit man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bushtit_man&amp;diff=290801"/>
		<updated>2023-02-15T13:12:53Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bushtit_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bushtit men''' are [[animal people]] variants of the common [[bushtit]] who inhabit [[savage]] [[temperate]] [[forest]]s. They spawn in groups of anywhere between 5-10 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]]. All bushtit men are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, bushtit men can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bushtit men for their ''small size'' and their ''twittering groups''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bushtit&amp;diff=290800</id>
		<title>Bushtit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bushtit&amp;diff=290800"/>
		<updated>2023-02-15T13:11:42Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=bushtit_sprite.png&lt;br /&gt;
|wiki=Aegithalidae&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bushtits''' are a type of [[above ground]] [[vermin]] who inhabit [[temperate]] [[forest]]s. They may be captured in [[animal trap]]s and turned into [[pet]]s. All bushtits possess Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bushtits for their ''small size'' and their ''twittering groups''.&lt;br /&gt;
&lt;br /&gt;
[[File:Aegithalos caudatus side-on.jpg|thumb|400px|center|Admired for its ''twittering groups''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book_binding&amp;diff=287887</id>
		<title>Book binding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book_binding&amp;diff=287887"/>
		<updated>2023-01-24T14:38:22Z</updated>

		<summary type="html">&lt;p&gt;Natestg: added gif sprite, formatted more appropriately&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{v50_furniture|name=Book Binding&lt;br /&gt;
|tile=&lt;br /&gt;
|graphic=[[File:bookbinding.gif]]&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{for/see|the skill and labor|[[Bookbinder]]}}&lt;br /&gt;
&lt;br /&gt;
A '''book binding''' is made from stone or wood at a craftsdwarf's workshop by a [[stonecrafter]] or [[woodcrafter]], [[metal]] [[bar]]s at the [[metalsmith's forge]] by a [[metalsmith]], or glass at a [[glass furnace]] by a [[glassmaker]].&lt;br /&gt;
&lt;br /&gt;
Book bindings are stockpiled under Finished Goods &amp;gt; Tools.&lt;br /&gt;
&lt;br /&gt;
A written-on [[quire]] can be bound into a [[book]] by combining it with [[thread]] and a book binding. Bookbinding is done in the [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = thîkut estun | elvish = soya avera | goblin = zosto xedub | human = thothil uti}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Book binding]]&lt;br /&gt;
[[Fr:Reliure (book binding)]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bookbinding.gif&amp;diff=287886</id>
		<title>File:Bookbinding.gif</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bookbinding.gif&amp;diff=287886"/>
		<updated>2023-01-24T14:36:05Z</updated>

		<summary type="html">&lt;p&gt;Natestg: a gif of all the current different bookbinding options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
a gif of all the current different bookbinding options&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bonobo&amp;diff=287885</id>
		<title>Bonobo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bonobo&amp;diff=287885"/>
		<updated>2023-01-24T14:13:20Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bonobo_sprites.png&lt;br /&gt;
|bone=10&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|fat=12-12&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bonobos''' are [[dwarf]]-sized [[Creature|ape]]s who are rarely found inhabiting [[tropical]] [[shrubland]]s and moist broadleaf [[forest]]s, where they appear in groups of five to ten individuals. They are virtually identical to [[chimpanzee]]s in all aspects but name; they are benign meanderers who will only attack dwarves if pushed beyond their limit and will generally simply avoid contact. All members of the species are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Bonobos can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into valuable exotic [[pet]]s. Being slightly smaller than dwarves, bonobos produce few returns when [[butcher]]ed, making using them as livestock a waste, considering their rarity. Bonobo children take two years to grow to full size, and ten years to reach adulthood. Like other apes, they are among the few wild animals in the game who can't naturally swim, and as such will likely drown if thrown into a body of [[water]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bonobos for their ''antics''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bonobo-04.jpg|thumb|center|400px|Admired for their ''antics''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bobcat_man&amp;diff=287884</id>
		<title>Bobcat man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bobcat_man&amp;diff=287884"/>
		<updated>2023-01-24T13:56:45Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bobcat_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bobcat men''' are humanoid versions of the common [[bobcat]] and a [[Creature|species]] of unremarkable [[animal people]], found in a variety of [[savage]] [[biome]]s. They are a little over half the size of an adult [[dwarf]] and are unlikely to pose a threat to a fortress' inhabitants. While not as rare as their fully-animal cousins, bobcat men are also few in number, with only a maximum of 10 potentially existing in the fortress' surroundings.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, bobcat men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bobcat men for their ''short tails''.&lt;br /&gt;
&lt;br /&gt;
[[File:bobcat_man.jpg|thumb|200px|center|''Art by house longeye'']]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bobcat&amp;diff=287883</id>
		<title>Bobcat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bobcat&amp;diff=287883"/>
		<updated>2023-01-24T13:55:47Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bobcat_sprites.png&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=8&lt;br /&gt;
|fat=7&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bobcats''' are small feline [[creature]]s found in a variety of [[biome]]s. Extremely uncommon to encounter, they spawn individually, and no more than a measly 3 of them will exist in one map before being considered locally [[extinct]]. While carnivorous, they're only a little larger than common [[cat]]s and will rarely, if ever pose a threat to any adult [[dwarf]]. Bobcat kittens take 3 years to reach adulthood, a strange characteristic for an animal so small.&lt;br /&gt;
&lt;br /&gt;
Bobcats can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s. They can be further turned into war or hunting beasts, but the fact they're under half the size of a [[dog]] simply makes them too small to be of any effect. Products made from bobcat parts are worth twice as much as those made from common animals, though as noted, unless the player purposely breeds them, they'll run out of bobcats to use extremely quickly.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bobcats for their ''short tails''.&lt;br /&gt;
&lt;br /&gt;
[[File:bobcat2.jpg|thumb|400px|center|Admired for their ''short tails''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Boar&amp;diff=287882</id>
		<title>Boar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Boar&amp;diff=287882"/>
		<updated>2023-01-24T13:53:29Z</updated>

		<summary type="html">&lt;p&gt;Natestg: redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
* If you are looking for '''male pigs''', see [[Pig]].&lt;br /&gt;
* If you are looking for '''wild boars''', see [[Wild boar]].&lt;br /&gt;
* For all other species whose males are called &amp;quot;boars&amp;quot;, please select the species in the creature list below:&lt;br /&gt;
{{creatures|cat=nocat}}&lt;br /&gt;
{{disambig}}&lt;br /&gt;
[[ru:Boar]]&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blue_peafowl&amp;diff=287881</id>
		<title>Blue peafowl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blue_peafowl&amp;diff=287881"/>
		<updated>2023-01-24T13:49:35Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=peafowls_sprite_anim.gif&lt;br /&gt;
|meat=6-9&lt;br /&gt;
|fat=6-8&lt;br /&gt;
|intestine=1&lt;br /&gt;
|bone=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Blue peafowl''' are [[goose]]-sized [[Domestic animal|domestic]] [[Creature|birds]] found in [[tropical]] broadleaf [[forest]]s. The males (''peacocks'') have bright blue plumage and tail feathers that make large, &amp;quot;eyed&amp;quot; fans. Females (''peahens'') have brown plumage, and lay [[egg]]s in a [[nest box]]. If a peacock is present and the eggs are not [[food hauling|collected]], they may eventually hatch into ''peachicks''. Peachicks grow into adults 1 year after hatching.&lt;br /&gt;
&lt;br /&gt;
Peafowl can be used as the basis for a poultry industry. They can often be purchased at [[embark]] or from [[trader]]s. Peafowl, [[duck]]s, [[goose|geese]], and [[turkey]]s are the only common domestic egg-laying animals that can be found in wild populations, and, if your fortress includes the proper [[biome]], can be gathered with [[cage trap]]s and [[animal trainer|tamed]], instead of purchased from traders or at embark.&lt;br /&gt;
&lt;br /&gt;
[[Domestic_animal#Comparison of domestic poultry|On average]], peahens lay slightly fewer eggs than [[chicken|chicken hens]], but are more consistent (and therefore predictable), laying between 6 and 8 eggs per clutch. Additionally, peafowl produce more [[meat]], [[fat]], and [[bone]]s than chickens when butchered as part of a [[meat industry]]. However, [[turkey]]s lay more eggs and produce more meat, fat, and bones than peafowl, although turkeys take twice as long to grow to full size. Peafowl are also the longest-lived of all the domestic birds; this can make them perfect for alternate uses of a domestic animal, such as sealing them in &amp;quot;[[defense_guide#Animals|lookout towers]]&amp;quot;.  Since they don't eat or drink, and can stay pastured in a 1x1 area staring through a window and/or fortification for up to 15 years in a row, they make useful watch-birds in preventing goblin ambushes from sneaking through unmolested.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] blue peafowls for their ''coloration'' and their ''enormous fan tails''.&lt;br /&gt;
&lt;br /&gt;
[[File:Common Peafowl (Pavo cristatus) RWD2.jpg|thumb|400px|center|Admired for their ''enormous fan tails''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
All of the qualities of the blue peafowl suggest it would be an excellent choice for [[egg production]] and the [[meat industry]]. However, there is one small problem. At night, blue peafowl enjoy roosting in [[tree]]s. This Elfish conduct is unbecoming for any creature owned by dwarves (although, there are some that feel that eating &amp;quot;tree roosters&amp;quot; sends the right message to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; Elves). &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blue_peafowl&amp;diff=287880</id>
		<title>Blue peafowl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blue_peafowl&amp;diff=287880"/>
		<updated>2023-01-24T13:47:59Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=peafowls_sprite_anim.gif&lt;br /&gt;
|meat=6-9&lt;br /&gt;
|fat=6-8&lt;br /&gt;
|intestine=1&lt;br /&gt;
|bone=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Blue peafowl''' are [[goose]]-sized [[Domestic animal|domestic]] [[Creature|birds]] found in [[tropical]] broadleaf [[forest]]s. The males (''peacocks'') have bright blue plumage and tail feathers that make large, &amp;quot;eyed&amp;quot; fans. Females (''peahens'') have brown plumage, and lay [[egg]]s in a [[nest box]]. If a peacock is present and the eggs are not [[food hauling|collected]], they may eventually hatch into ''peachicks''. Peachicks grow into adults 1 year after hatching.&lt;br /&gt;
&lt;br /&gt;
Peafowl can be used as the basis for a poultry industry. They can often be purchased at [[embark]] or from [[trader]]s. Peafowl, [[duck]]s, [[goose|geese]], and [[turkey]]s are the only common domestic egg-laying animals that can be found in wild populations, and, if your fortress includes the proper [[biome]], can be gathered with [[cage trap]]s and [[animal trainer|tamed]], instead of purchased from traders or at embark.&lt;br /&gt;
&lt;br /&gt;
[[Domestic_animal#Comparison of domestic poultry|On average]], peahens lay slightly fewer eggs than [[chicken|chicken hens]], but are more consistent (and therefore predictable), laying between 6 and 8 eggs per clutch. Additionally, peafowl produce more [[meat]], [[fat]], and [[bone]]s than chickens when butchered as part of a [[meat industry]]. However, [[turkey]]s lay more eggs and produce more meat, fat, and bones than peafowl, although turkeys take twice as long to grow to full size. Peafowl are also the longest-lived of all the domestic birds; this can make them perfect for alternate uses of a domestic animal, such as sealing them in &amp;quot;[[defense_guide#Animals|lookout towers]]&amp;quot;.  Since they don't eat or drink, and can stay pastured in a 1x1 area staring through a window and/or fortification for up to 15 years in a row, they make useful watch-birds in preventing goblin ambushes from sneaking through unmolested.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] blue peafowls for their ''coloration'' and their ''enormous fan tails''.&lt;br /&gt;
&lt;br /&gt;
[[File:Common Peafowl (Pavo cristatus) RWD2.jpg|thumb|400px|center|Admired for their ''enormous fan tails''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
All of the qualities of the blue peafowl suggest it would be an excellent choice for [[egg production]] and the [[meat industry]]. However, there is one small problem. At night, blue peafowl enjoy roosting in [[tree]]s. This Elfish conduct is unbecoming for any creature owned by dwarves (although, there are some that feel that eating &amp;quot;tree roosters&amp;quot; sends the right message to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; Elves). &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood_man&amp;diff=287879</id>
		<title>Blood man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood_man&amp;diff=287879"/>
		<updated>2023-01-24T13:41:12Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=blood_man_sprite.png&lt;br /&gt;
|death=item&lt;br /&gt;
|item=Puddle of corrupted blood &lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Blood men''' are exceptionally rare, [[evil]]-aligned [[construct creature]]s composed of [[blood]] found only in the third [[cavern]] layer. They stand the height of a [[human]], feel no emotion or [[No Exert|exertion]], are [[No Pain|immune to pain]] and [[No Stun|cannot be stunned]]. While this sounds terrifying on paper, being made out of a liquid means you're going to lose limbs very easily. They are among the weakest, most harmless creatures you will encounter in the caverns, as even civilian [[dwarf|dwarves]] and [[children]] can quickly punch their limbs off. Additionally, their punches are soft enough to not do real damage to even naked dwarves.&lt;br /&gt;
&lt;br /&gt;
When they die, they leave a tile of &amp;quot;corrupted blood&amp;quot;, but there's nothing dangerous about it, and it doesn't carry any sort of [[syndrome]]. Despite being made of a liquid, dunking blood men in water won't cause them to fall apart. Blood men are 'biologically' immortal and only die from violence. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] blood men for their ''gruesomeness''.&lt;br /&gt;
&lt;br /&gt;
[[File:bloodman.png|thumb|240px|center|Very easy to get a blood sample from.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Fault''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nazush udos | elvish = cameda onino | goblin = ogom ngorûg | human = cadem abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood_gnat&amp;diff=287878</id>
		<title>Blood gnat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood_gnat&amp;diff=287878"/>
		<updated>2023-01-24T13:39:39Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=blood_gnat_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Blood gnats''' are a type of [[hateable]] [[above ground]] [[vermin]] that are found in swarms near [[pool]]s in [[evil]] areas. They may cause [[food]] to [[rot]], and will inspire unhappy [[thought]]s in [[dwarves]] who hold a particular antipathy towards them. Despite their description, they don't damage dwarves beyond the aforementioned unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|like]] blood gnats for their ''thirst for blood'' and their ''pulsating lumpy bodies''.&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-BloodGnat.jpg|thumb|center|329px|Admired for its ''thirst for blood''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blizzard_man&amp;diff=287877</id>
		<title>Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blizzard_man&amp;diff=287877"/>
		<updated>2023-01-24T13:23:45Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=blizzard_men_sprites.png&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Blizzard men''' are a species of intelligent and very rare [[creature]] found in [[evil]]-aligned [[tundra]]s and [[glacier]]s, who spawn one at a time. Weighing more than a [[troll]], these beasts are aggressive and will attack any [[dwarf]] who approaches them (or at least are supposed to, but currently don't {{bug|10031}}) with punches, kicks, scratches and bites, and should be disposed of with an equipped [[military]] squad or [[trap]]s. Unlike other [[construct creature]]s like the subterranean [[gabbro man]] or [[fire man]], blizzard men are not [[building destroyer]]s, though they are capable of opening unforbidden [[door]]s. Killing a blizzard man in [[adventurer mode]] grants more experience than other normal creatures.&lt;br /&gt;
&lt;br /&gt;
Despite what their description may imply, blizzard men are not made of ice, instead being made of normal flesh. However, a note on their raw files states [[Main:Toady One|Toady One]] plans to make them be made out of ice in a future update. Even though they aren't made of ice yet, blizzard men possess the {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}} token, meaning they don't need brains to survive (though they'll still die instantly from decapitation). Due to the aforementioned intelligence, dwarves will not [[butcher]], eat or use products made from blizzard men, limiting their use to occupying space in your [[refuse]] [[stockpile]], [[live training]] or putting them somewhere of your liking if you capture one in a [[cage]] trap.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] blizzard men for their ''translucent skin'', their ''icicle teeth'', their ''glowing red eyes'' and their ''pointy ears''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = zolak udos | elvish = ethela onino | goblin = xodu ngorûg | human = rismal abo}}&lt;br /&gt;
[[File:BlizzardMan.jpg|thumb|300px|center|A blizzard man, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It has been posited that the best way to keep blizzard men out of the fortress is with an exceptionally large [[wall]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blind_cave_ogre&amp;diff=287876</id>
		<title>Blind cave ogre</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blind_cave_ogre&amp;diff=287876"/>
		<updated>2023-01-24T13:19:19Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=blind_cave_ogre_sprites.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Distinguish|Ogre}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Blind cave ogres''' are huge, violent humanoids found in deep [[caverns]]. They are highly aggressive and will gleefully [[Building destroyer|destroy]] anything that isn't a [[wall]] or a [[fortification]] between them and your [[dwarves]]. Blind cave ogres will arrive at your fortress in groups of one to three mayhem-minded individuals, and despite being &amp;quot;blind&amp;quot; they have {{token|EXTRAVISION|c}} and thus are quite capable of sensing exactly where your [[door]]s are. Incredibly, they are able to [[swim]].&lt;br /&gt;
&lt;br /&gt;
You do '''not''' want to underestimate these monsters. They are nearly as big as [[giant]]s, significantly larger than [[elephant]]s, and can easily kill even the most seasoned of warrior-dwarves in single combat. Engage them with [[trap]]s, [[crossbow]]s, and large numbers if possible. The blind cave ogre's propensity for destruction can be used against it. If you would like to capture one for use in a [[stupid dwarf trick|cunning plan]], lay down some cage traps in a narrow passage guarding access to your main fortress and the ogres will soon be caught. In addition they have been known to equip weapons and armor from dead bodies. An ogre with weapons and armor is significantly more deadly than one without them.&lt;br /&gt;
&lt;br /&gt;
Blind cave ogres possess a [[pet]] value of 500, but lack the necessary tokens to be [[Animal trainer|trainable]] (and even if modded to be trainable, the fact they are intelligent creatures will lead to [[DF2014:Animal_trainer#Taming_intelligent_creatures|strange behavior]]). They are intelligent enough that dwarves refuse to butcher them, and are able to learn [[skill]]s at half the rate of a civilized creature, though they are not capable of speech. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Despite being blind, they can still &amp;quot;see&amp;quot; or &amp;quot;sense&amp;quot; bodies nearby.{{cite|1|https://www.reddit.com/r/dwarffortress/comments/zsl5eu/now_hold_on_just_a_minute/}}&lt;br /&gt;
Some dwarves [[Preferences|like]] blind cave ogres for their ''echoing howls''.&lt;br /&gt;
&lt;br /&gt;
[[File:blind_cave_ogre_preview.jpg|thumb|250px|center|''Art by Arne'']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Blind cave ogres enjoy updating their fashion while brutally smashing their victims. They can grab weapons off your freshly pulverized dwarves, but more often than not, they grab a fashionable glove or pair of trousers. Then, with their new set of duds, they start beating their victims ever more viciously. Sometimes these fashionable ogres will enjoy beating a crippled dwarf for months, leaving your other dwarves in relative peace. At least until their plaything dies.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blind_cave_bear&amp;diff=287875</id>
		<title>Blind cave bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blind_cave_bear&amp;diff=287875"/>
		<updated>2023-01-24T13:17:17Z</updated>

		<summary type="html">&lt;p&gt;Natestg: nothing new in the raws/no new information, removed migrated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=blind_cave_bear_sprites.png&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|tooth=2&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Blind cave bears''' are large [[caverns|subterranean]] predators that appear only one at a time to hunt [[Dwarf|dwarves]]. Unlike bears of the surface world ([[black bear]]s, [[grizzly bear]]s or [[polar bear]]s), blind cave bears are not attracted by [[food]] or [[alcohol|drink]] and cannot be lured into [[trap]]s with anything less than either blind luck or a strategically placed [[Defense_guide#Animals|kitten on a rope]]. They are not actually blind, at least not really, possessing the {{token|EXTRAVISION|c}} tag despite having no eyes - the end result is that (ironically) they cannot be blinded. They are also of the {{token|LARGE_PREDATOR|c}} class, which means that they will opportunistically attack any dwarves that approach - unless that dwarf happens to be a [[skill|great]] [[battle axe|axedwarf]] in full [[steel]] [[armor]], they're not likely to survive the encounter. Compared to most other cavern creatures who can appear in the first cavern layer, blind cave bears are quite uncommon to encounter.&lt;br /&gt;
&lt;br /&gt;
They can be trapped and trained by an [[animal trainer]] and make decent [[pet]]s. They are also useful dead: blind cave bear parts and products are worth three times as much as those of domestic animals, and a single bear will keep a [[bone carver]] busy for a while. [[Goblin]]s have been known to arrive on them during [[siege]]s. Unlike most creatures, they can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] blind cave bears for their ''drooping ears''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nural äs uvel | elvish = nanotha garetho atha | goblin = ostad omo ron | human = odu ngethac rorec}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Natestg</name></author>
	</entry>
</feed>