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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Neil</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=Neil"/>
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	<updated>2026-07-27T01:49:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf&amp;diff=134971</id>
		<title>v0.31:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf&amp;diff=134971"/>
		<updated>2011-01-15T20:18:20Z</updated>

		<summary type="html">&lt;p&gt;Neil: stronger, shorter, etc than what?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:49, 9 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Dwarf&lt;br /&gt;
|symbol=☺ |color=3:0:0&lt;br /&gt;
|biome=* Any&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Dwarf.jpg|206px|thumb|A {{L|graphite}} engraving of a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
:''A short, sturdy creature fond of drink and industry.''&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are &amp;quot;intelligent&amp;quot; [[:Category:DF2010:Humanoids|humanoid]] {{L|creatures}} with disproportionately large livers that live in {{L|fortress}}es carved from {{L|mountain}}s, and are very well known for their stout appearance and the big {{L|beard}}s covering the faces of the males. They are the featured {{L|civilization|race}} of {{L|Dwarf fortress mode|Fortress Mode}} and are also one of the races playable in {{L|Adventurer mode|Adventure Mode}}. They are mainly interested in acquiring wealth and rare {{L|metal}}s, especially {{L|adamantine}}.  Their most hated enemies are the &amp;lt;strike&amp;gt;{{L|elves}}&amp;lt;/strike&amp;gt; {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarven {{L|children}} become adults at their twelfth birthday, and live to around 150-170 years of age.  Compared to humans, Dwarves are stronger, shorter, stockier, and hairier (male dwarven children are born with beards) than humans.   They are tough with a heightened sense of their surroundings and are highly focused and &amp;lt;s&amp;gt;intellectual&amp;lt;/s&amp;gt; &amp;quot;intellectual&amp;quot; creatures.&lt;br /&gt;
&lt;br /&gt;
Dwarves are the only race that sometimes enters a {{L|martial trance}} when beset by many foes, which gives them combat bonuses.  They are also {{L|alcohol}}-dependent and work slowly if deprived of it for long.  Some specimens have been known to develop an {{L|cave adaptation|intolerance for sunlight}}.&lt;br /&gt;
&lt;br /&gt;
In accounts of exploits or {{L|fun}}, the generic name [[Urist]] is sometimes used in place of any specific dwarf name.  Several nicknames for dwarves also exist; some are less polite than others.&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
As a {{L|trading}} race, Dwarves will send a {{L|caravan}} every year in the {{L|Calendar|fall}}.  {{L|Immigrant}}s will be more attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress.&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven fortresses do not have any {{L|shop}}s, but usually have a variety of fighters to recruit. You can receive quests from their monarch at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with {{L|steel}} or {{L|iron}} {{L|weapon}}s and {{L|armor}}, making them the best-equipped race. Unfortunately, {{L|human}}-made armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting elves, goblins, and other dwarves.  Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of {{L|gold}}, {{L|silver}}, and {{L|gem|precious stones}}, and pass their time fabricating costly weapons and armor. They are famed {{L|miner}}s and {{L|Metalsmith|smiths}}, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of mythology, which inspired the in-game {{L|strange mood}}s and {{L|Legendary artifact}}s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=130954</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=130954"/>
		<updated>2010-11-08T10:30:40Z</updated>

		<summary type="html">&lt;p&gt;Neil: gremlins empty cages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=130375</id>
		<title>v0.31 Talk:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=130375"/>
		<updated>2010-10-29T13:44:13Z</updated>

		<summary type="html">&lt;p&gt;Neil: reword second part for parallelism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Conversion corrections==&lt;br /&gt;
The conversions are faulty, if you should give many temperatures to konvert to, you should see to that the conversions are the same at more than one point...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:55, 25 June 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Or rather the same at any point concerning the Kelvin and Rankine scales...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:59, 25 June 2010 (UTC)&lt;br /&gt;
:The Kelvin and Rankine scales are not directly equivalent.  Kelvin scale has the same degree interval as Celsius, while Rankine scale has the same degree interval as Fahrenheit.  Nevertheless, the Rankine conversion equation is wrong, so I'll fix it. --[[User:DeMatt|DeMatt]] 11:28, 25 June 2010 (UTC)&lt;br /&gt;
::Ah, I put it badly, as I didn't know the exact numbers to be put I couldn't decide if the number to add from Rankine or Kelvin were right, so I couldn't fix it my self, the multiplier was correct though... --[[User:Zorbeltuss|Zorbeltuss]] 16:03, 8 July 2010 (UTC)&lt;br /&gt;
:::the numbers seem to be correct now though--[[User:Roderik|Roderik]] 15:03, 11 August 2010 (UTC)&lt;br /&gt;
The conversions are still faulty, the conversion between Celsius and Kelvin is (C + 273 = K), so if the Celsius temperature is [DF scale] = [CELSIUS] * 9/5 + 10000 than Kelvin can't be [DF scale] = [KELVIN] * 9/5 + 9508.33. It should be [DF scale] = [KELVIN] * 9/5 + 9727 --[[User:Hypoaktivna ovca|Hypoaktivna ovca]] 15:45, 27 October 2010 (UTC)&lt;br /&gt;
::::The original was correct:  C * 9/5 + 10000 = (K - 273.15) * 9/5 + 10000 = K * 9/5 - (273.15 * 9/5) + 10000 = K*9/5 - 491.67 + 10000 = K * 9/5 + 9508.33.  One way to verify this is that zero Kelvin should give the same result as zero Rankine, since they are the same temperature; likewise 273.15 Kelvin and zero Celsius. --[[User:Neil|Neil]] 13:39, 29 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=130374</id>
		<title>v0.31 Talk:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=130374"/>
		<updated>2010-10-29T13:43:09Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Conversion corrections */ how to verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Conversion corrections==&lt;br /&gt;
The conversions are faulty, if you should give many temperatures to konvert to, you should see to that the conversions are the same at more than one point...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:55, 25 June 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Or rather the same at any point concerning the Kelvin and Rankine scales...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:59, 25 June 2010 (UTC)&lt;br /&gt;
:The Kelvin and Rankine scales are not directly equivalent.  Kelvin scale has the same degree interval as Celsius, while Rankine scale has the same degree interval as Fahrenheit.  Nevertheless, the Rankine conversion equation is wrong, so I'll fix it. --[[User:DeMatt|DeMatt]] 11:28, 25 June 2010 (UTC)&lt;br /&gt;
::Ah, I put it badly, as I didn't know the exact numbers to be put I couldn't decide if the number to add from Rankine or Kelvin were right, so I couldn't fix it my self, the multiplier was correct though... --[[User:Zorbeltuss|Zorbeltuss]] 16:03, 8 July 2010 (UTC)&lt;br /&gt;
:::the numbers seem to be correct now though--[[User:Roderik|Roderik]] 15:03, 11 August 2010 (UTC)&lt;br /&gt;
The conversions are still faulty, the conversion between Celsius and Kelvin is (C + 273 = K), so if the Celsius temperature is [DF scale] = [CELSIUS] * 9/5 + 10000 than Kelvin can't be [DF scale] = [KELVIN] * 9/5 + 9508.33. It should be [DF scale] = [KELVIN] * 9/5 + 9727 --[[User:Hypoaktivna ovca|Hypoaktivna ovca]] 15:45, 27 October 2010 (UTC)&lt;br /&gt;
::::The original was correct:  C * 9/5 + 10000 = (K - 273.15) * 9/5 + 10000 = K * 9/5 - (273.15 * 9/5) + 10000 = K*9/5 - 491.67 + 10000 = K * 9/5 + 9508.33.  One way to verify this is that zero Kelvin should give the same result as zero Rankine, since they are the same temperature; or by plugging in 273.15 to the Kelvin formula and zero to the Celsius formula. --[[User:Neil|Neil]] 13:39, 29 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=130373</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=130373"/>
		<updated>2010-10-29T13:41:21Z</updated>

		<summary type="html">&lt;p&gt;Neil: Correct Kelvin-to-Urist again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}''For temperature as it relates to choosing an embarkation site, see [[DF2010:Climate|Climate]].''&lt;br /&gt;
&amp;lt;br /&amp;gt;{{AV}}&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.0&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Freezing Point of Water&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows {{L|water wheel#Perpetual motion|perpetual motion}}, it's best not to ask questions.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt. Any material with a melting point over 12,000°U is {{L|magma-safe}}.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=130372</id>
		<title>v0.31 Talk:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=130372"/>
		<updated>2010-10-29T13:39:26Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* Conversion corrections */ Kelvin-to-Urist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Conversion corrections==&lt;br /&gt;
The conversions are faulty, if you should give many temperatures to konvert to, you should see to that the conversions are the same at more than one point...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:55, 25 June 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Or rather the same at any point concerning the Kelvin and Rankine scales...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:59, 25 June 2010 (UTC)&lt;br /&gt;
:The Kelvin and Rankine scales are not directly equivalent.  Kelvin scale has the same degree interval as Celsius, while Rankine scale has the same degree interval as Fahrenheit.  Nevertheless, the Rankine conversion equation is wrong, so I'll fix it. --[[User:DeMatt|DeMatt]] 11:28, 25 June 2010 (UTC)&lt;br /&gt;
::Ah, I put it badly, as I didn't know the exact numbers to be put I couldn't decide if the number to add from Rankine or Kelvin were right, so I couldn't fix it my self, the multiplier was correct though... --[[User:Zorbeltuss|Zorbeltuss]] 16:03, 8 July 2010 (UTC)&lt;br /&gt;
:::the numbers seem to be correct now though--[[User:Roderik|Roderik]] 15:03, 11 August 2010 (UTC)&lt;br /&gt;
The conversions are still faulty, the conversion between Celsius and Kelvin is (C + 273 = K), so if the Celsius temperature is [DF scale] = [CELSIUS] * 9/5 + 10000 than Kelvin can't be [DF scale] = [KELVIN] * 9/5 + 9508.33. It should be [DF scale] = [KELVIN] * 9/5 + 9727 --[[User:Hypoaktivna ovca|Hypoaktivna ovca]] 15:45, 27 October 2010 (UTC)&lt;br /&gt;
::::The original was correct:  C * 9/5 + 10000 = (K - 273.15) * 9/5 + 10000 = K * 9/5 - (273.15 * 9/5) + 10000 = K*9/5 - 491.67 + 10000 = K * 9/5 + 9508.33 --[[User:Neil|Neil]] 13:39, 29 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_caretaker&amp;diff=130044</id>
		<title>v0.31 Talk:Animal caretaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_caretaker&amp;diff=130044"/>
		<updated>2010-10-23T16:43:42Z</updated>

		<summary type="html">&lt;p&gt;Neil: /* animal cleaning */ claim my edit (new account)&lt;/p&gt;
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&lt;div&gt;==Implemented yet?==&lt;br /&gt;
:Has anyone seen this in action? I doubt this is implemented. unsigned on 14:20, 7 May 2010 by Old Ancient&lt;br /&gt;
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==Caging large animals==&lt;br /&gt;
:I have not seen caretakers heal animals. I have noticed that only dwarfs with Animal caretaker (or animal trainer?) enabled will shuffle animals between cages.  Does anybody know which skill it is? It would be useful to put on this page and the [[cage]] page.--[[User:Kwieland|Kwieland]] 16:38, 19 May 2010 (UTC)&lt;br /&gt;
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::I'm pretty sure it's Animal Trainer. Any 3rd opinion? [[User:Speed112|Speed112]] 17:41, 19 May 2010 (UTC)&lt;br /&gt;
:::In 40d, only Animal Trainers would haul '''dangerous''' creatures between cages (for example, cramming all of your goblin prisoners into a single cage) - if the animal is tame, then ''anybody'' would do the job, even nobles. I wouldn't be surprised if the current version behaves the same way, though it would still be wise to check. --[[User:Quietust|Quietust]] 18:03, 19 May 2010 (UTC)&lt;br /&gt;
::::Thanks for the confirmation.  You are correct, I was referring to dangerous creatures.  I think the mishap came on a (corrupted?) 40d game where I had tamed and bred several Giant Cave Swallows.  But, several of them showed &amp;quot;Tame&amp;quot; in their title, but would attack anyone who tried to deal with them.  So has anyone figured out how to trade away creatures without letting them out of their cages, or is that still buggy?--[[User:Kwieland|Kwieland]] 01:01, 20 May 2010 (UTC)&lt;br /&gt;
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== animal cleaning ==&lt;br /&gt;
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I never saw them do it, but I have seen a few with this enabled standing next to animals with a bucket nearby, and a puddle of water on the ground with pages worth of blood and substances. This happens next to one milker at the farmer's workshop. Also, a ranger laid up in the hospital for years who is always surrounded by animals, pets and strays, always has a puddle of bloody water by his bed, and if I run dfclean and look away for a minute, there'll be another. [[User:Uzu Bash|Uzu Bash]] 20:25, 21 October 2010 (UTC)&lt;br /&gt;
: Whenever a creature (dwarf, animal, invader, whatever) walks through a square with numeric water in it, even if it's only 1/7 deep, it gets washed, ending up with a couple pages of &amp;quot;water covering (body part)&amp;quot; and dropping any blood on the floor.  If it's raining, the same happens the instant the creature steps outdoors - it doesn't actually have to get hit by those blue droplets.  I'd bet that the milker wasn't actually cleaning the animal, but was actually gearing up to milk the animal, and the presence of the puddle and its cleaning effect coincidental.  Similarly, I doubt the ranger had anything to do with his animals getting clean - if they're &amp;quot;resting&amp;quot; in the hospital, they're JUST resting. --[[User:DeMatt|DeMatt]] 01:43, 22 October 2010 (UTC)&lt;br /&gt;
:: If a farmer performing milking chooses a bucket that already contains water, they will dump it out first, leaving a non-numeric pool of water in the upper left corner of the workshop.  As with &amp;quot;numeric&amp;quot; water, anything walking through this square will end up being washed and leaving residues.  I have been cleaning up puddles of poisonous (but non-fatal) forgotten beast blood for a few game years, and besides the waterfalls I have to keep a close eye on the milking workshops. --[[User:Neil|Neil]] 16:43, 23 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Neil</name></author>
	</entry>
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