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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cave_spider&amp;diff=183577</id>
		<title>v0.34:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cave_spider&amp;diff=183577"/>
		<updated>2013-04-13T20:29:00Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Fighting */ Slightly more accurate - if I understand time correctly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:28, 13 April 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
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&lt;br /&gt;
'''Giant cave spiders''' are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' dwarves, pets, and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, caverns and most underground areas.  They are '''the''' most dangerous creature in the caverns, excluding some [[forgotten beast]]s, as they feel no pain, cannot be stunned, can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are not a rarity with dozens present in the underground caverns, deep below the surface.  They can be extremely hard to kill. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching exercise.&lt;br /&gt;
&lt;br /&gt;
Webs are quite useful when they aren't being used in an attack against you. Giant cave spider [[silk]] is worth twice as much as plant-derived textile and, given the [[silk farming|proper setup]] and victims, can be produced in endless amounts. &lt;br /&gt;
&lt;br /&gt;
If you see a giant cave spider in adventurer mode, an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
Giant cave spiders should not be engaged in melee by a lone dwarf, especially if its armor is lacking. Even if the attacked dwarf is fully armored it will eventually die of hunger or thirst due to being webbed. Even a legendary axedwarf will be unable to do anything, due to the immobilizing webs and subsequent deadly bite. You may attempt to flank a giant cave spider with two melee dwarves, one serving as bait and the other killing the giant cave spider, but it is not a foolproof tactic and you will probably lose one or two dwarves. Marksdwarves, cage traps, and weapon traps are a bettersolution.&lt;br /&gt;
&lt;br /&gt;
To give you a feeling of how deadly they are in melee, a lone giant cave spider can take on and completely incapacitate any of the semimegabeasts, is ''the'' most dangerous predator of the caverns competing with the cave dragon, and fight equally with the weakest megabeasts like rocs or hydras.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is ultimately fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly, with complete paralysis after 720 seconds (10 [[time|time units]]) and with death usually occurring after 1300 seconds. In terms of Fortress mode, and depending on the speed of the victim, the venom will paralyze an infected dwarf within two steps and they will die of suffocation soon after.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom is only deadly on relatively small creatures, unlike [[giant desert scorpion]] venom. It only tends to induce mild paralysis of members on large things such as giants.&lt;br /&gt;
&lt;br /&gt;
Due to the spider only attacking the head of a webbed dwarf, a pair of dwarves with steel helmets and weapons is more than a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf.&lt;br /&gt;
&lt;br /&gt;
Fortunately (or unfortunately...), giant cave spiders tend to take time to kill their prey, giving you time to kill the GCS and save the dwarf, if you are similarly inclined of course. You may however not be able to save the dwarf from the GCS poison.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the [[cavern]]s and lining it with cage traps may eventually work, a much more effective method is to take advantage of one peculiar behavior of [[building destroyer]]s: simply build a '''[[wood]]en''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough mechanisms, cages and dwarfpower to spare, cage trap all of the cavern exits. If you are extremely lucky, a migrant will arrive with an already tamed GCS. Be aware that since they lack a [CHILD] tag, giant cave spiders will not breed.&lt;br /&gt;
&lt;br /&gt;
==Farming Silk==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders can be a very lucrative and nearly-inexhaustible source of [[silk]] [[thread]] for your [[weaver]]s. The general idea is to expose the spider to a target, causing it to spew [[web]]s which can later be collected. Well-designed silk farms can maximize safety and production, and greatly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
==Live training==&lt;br /&gt;
:{{main|Live training}}&lt;br /&gt;
&lt;br /&gt;
Pit an entirely metal-armored dwarf (the metal used seems to be unimportant) against a wild giant cave spider. Enjoy as the dwarf gets webbed, then the GCS attempts to bite the dwarf, but fails due to armor.&lt;br /&gt;
&lt;br /&gt;
As it will never attempt any other attack, the GCS will keep biting metal, fail to injure the dwarf, and each attack will train your dwarf in armor using far faster than training or sparring.&lt;br /&gt;
&lt;br /&gt;
As you probably don't want to kill something as rare and precious as a giant cave spider for just training armor user on a dwarf, you may want to set the training area on a lever-linked bridge, then pull the lever and fling/let fall the GCS on cage traps, therefore separating harmlessly the dwarf and the GCS.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cave_spider&amp;diff=183576</id>
		<title>v0.34:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cave_spider&amp;diff=183576"/>
		<updated>2013-04-13T20:26:07Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Fighting */ Time units - see talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:28, 13 April 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cave spiders''' are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' dwarves, pets, and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, caverns and most underground areas.  They are '''the''' most dangerous creature in the caverns, excluding some [[forgotten beast]]s, as they feel no pain, cannot be stunned, can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are not a rarity with dozens present in the underground caverns, deep below the surface.  They can be extremely hard to kill. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching exercise.&lt;br /&gt;
&lt;br /&gt;
Webs are quite useful when they aren't being used in an attack against you. Giant cave spider [[silk]] is worth twice as much as plant-derived textile and, given the [[silk farming|proper setup]] and victims, can be produced in endless amounts. &lt;br /&gt;
&lt;br /&gt;
If you see a giant cave spider in adventurer mode, an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
Giant cave spiders should not be engaged in melee by a lone dwarf, especially if its armor is lacking. Even if the attacked dwarf is fully armored it will eventually die of hunger or thirst due to being webbed. Even a legendary axedwarf will be unable to do anything, due to the immobilizing webs and subsequent deadly bite. You may attempt to flank a giant cave spider with two melee dwarves, one serving as bait and the other killing the giant cave spider, but it is not a foolproof tactic and you will probably lose one or two dwarves. Marksdwarves, cage traps, and weapon traps are a bettersolution.&lt;br /&gt;
&lt;br /&gt;
To give you a feeling of how deadly they are in melee, a lone giant cave spider can take on and completely incapacitate any of the semimegabeasts, is ''the'' most dangerous predator of the caverns competing with the cave dragon, and fight equally with the weakest megabeasts like rocs or hydras.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is ultimately fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly, with complete paralysis after 720 seconds (10 [[time|time units]]) and with death usually occurring after 1300 seconds. In terms of Fortress mode, the venom will paralyze an infected dwarf before they can take a step, and they will die of suffocation soon after.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom is only deadly on relatively small creatures, unlike [[giant desert scorpion]] venom. It only tends to induce mild paralysis of members on large things such as giants.&lt;br /&gt;
&lt;br /&gt;
Due to the spider only attacking the head of a webbed dwarf, a pair of dwarves with steel helmets and weapons is more than a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf.&lt;br /&gt;
&lt;br /&gt;
Fortunately (or unfortunately...), giant cave spiders tend to take time to kill their prey, giving you time to kill the GCS and save the dwarf, if you are similarly inclined of course. You may however not be able to save the dwarf from the GCS poison.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the [[cavern]]s and lining it with cage traps may eventually work, a much more effective method is to take advantage of one peculiar behavior of [[building destroyer]]s: simply build a '''[[wood]]en''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough mechanisms, cages and dwarfpower to spare, cage trap all of the cavern exits. If you are extremely lucky, a migrant will arrive with an already tamed GCS. Be aware that since they lack a [CHILD] tag, giant cave spiders will not breed.&lt;br /&gt;
&lt;br /&gt;
==Farming Silk==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders can be a very lucrative and nearly-inexhaustible source of [[silk]] [[thread]] for your [[weaver]]s. The general idea is to expose the spider to a target, causing it to spew [[web]]s which can later be collected. Well-designed silk farms can maximize safety and production, and greatly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
==Live training==&lt;br /&gt;
:{{main|Live training}}&lt;br /&gt;
&lt;br /&gt;
Pit an entirely metal-armored dwarf (the metal used seems to be unimportant) against a wild giant cave spider. Enjoy as the dwarf gets webbed, then the GCS attempts to bite the dwarf, but fails due to armor.&lt;br /&gt;
&lt;br /&gt;
As it will never attempt any other attack, the GCS will keep biting metal, fail to injure the dwarf, and each attack will train your dwarf in armor using far faster than training or sparring.&lt;br /&gt;
&lt;br /&gt;
As you probably don't want to kill something as rare and precious as a giant cave spider for just training armor user on a dwarf, you may want to set the training area on a lever-linked bridge, then pull the lever and fling/let fall the GCS on cage traps, therefore separating harmlessly the dwarf and the GCS.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_cave_spider&amp;diff=183572</id>
		<title>v0.34 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_cave_spider&amp;diff=183572"/>
		<updated>2013-04-13T20:19:53Z</updated>

		<summary type="html">&lt;p&gt;Niveras: Created page with &amp;quot;==Regarding time units==  The times indicated are derived from the syndrome's tags and DF's time units. A time unit in Fortress mode is 1.2 minutes, or 72 seconds...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Regarding time units==&lt;br /&gt;
&lt;br /&gt;
The times indicated are derived from the [[syndrome]]'s tags and DF's [[time|time units]]. A time unit in Fortress mode is 1.2 minutes, or 72 seconds. The venom begins to have an effect at 5 time units - or 360 seconds - and &amp;quot;peaks&amp;quot; at 10 units - 720 seconds. Since the venom itself isn't fatal, but rather the afflicted ends up suffocating, it takes a bit longer for the subject to actually die - hence, I presume, the estimate of 1300 seconds. &lt;br /&gt;
&lt;br /&gt;
It is valid to describe the syndrome's effects in seconds, although I agree that a comment about what this actually looks like in Fortress mode is warranted. [[User:Niveras|Niveras]] ([[User talk:Niveras|talk]]) 20:19, 13 April 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=153028</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=153028"/>
		<updated>2011-09-13T09:54:11Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Captive breeding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v0.31.21==&lt;br /&gt;
&amp;quot;Update: As of v0.31.21, using the above method to disarm hostiles will only come into effect after the cages with hostiles in them have been built. Use b-j-x to select the cage with the hostile in the build menu and then after completion they will be stripped and disarmed.&amp;quot;&lt;br /&gt;
In my current fort (v0.31.25)this does not seem to be the case. I can strip goblins naked and disarm them without building the cages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage your dwarfs and save them later ==&lt;br /&gt;
&lt;br /&gt;
I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is that confirmed for 2010? I recalls being able to build cages with dwarves in them and being watered back in 40d, and I -think- I've seen it happen a few times during my first few forts in 31.18. For OP, cave-in dust will knock them unconscious and trigger traps, as well as unconsciousness or stun from other sources. [[User:AutomataKittay|AutomataKittay]] 09:55, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually I've seen caged dwarves getting water when the cause was not justice. A blacksmith of mine decided to take a friggin nap on top of my row upon row of cage traps and after building the cage I had to wait a few months for the mechanic to get his thumbs out of his nether regions and build the mechanisms and link them to the cage so I could free the little idiot of a blacksmith. At one point Urist McUselessNoble came around with a bucket to give the guy some water. Unfortunately I didn't think of saving to provide proof. --[[User:Egodeus|Egodeus]] 13:52, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&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;
I've got the same problem when set up my zoo. You can't say that animal lifespan is over if you get message &amp;quot;Stray Panda(Tame) died from starvation&amp;quot;. How can you feed animals in your zoo, my dwarfs seems to not do it?&lt;br /&gt;
:If they starve, it's because '''you need to let them graze'''. Pandas in particular can only graze on bamboo. --[[User:Quietust|Quietust]] 15:13, 1 June 2011 (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;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (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;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (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;
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: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;br /&gt;
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I just had an Elk Bird escape unassisted from a cage (he had been caught in a cave trap and the cage was just sitting there) So I don't think this has to do with gremlin mischeviousness. In fact, I understand Gremlins can only open constructed cages.&lt;br /&gt;
&lt;br /&gt;
:Gremlins can open unconstructed cages as well.  An unobserved cage trap in the caverns is precisely the sort of place that gremlins are most likely to strike-- they don't get revealed because nobody is around to see them.[[Special:Contributions/98.203.173.56|98.203.173.56]] 00:45, 29 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
&lt;br /&gt;
:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;br /&gt;
&lt;br /&gt;
== Releasing an animal from cage ==&lt;br /&gt;
When you buy animals in cages, the only way to release them seems to be making them available for being taken as pets and then assigning them to pastures.&lt;br /&gt;
:I've had no problem just assigning them to pastures or other cages... --[[User:MisterB777|MisterB777]] 00:34, 26 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items teleporting from creatures killed in cages ==&lt;br /&gt;
It says here and on I think magma page that the items of creatures killed by magma while inside a cage will teleport to the place where the creature was caged, but even though my preferred method of emptying my nickel cages of goblins is letting them soak in a magma bath I've never seen this happening. And this is after disposing I believe some hundreds of goblins this way. Their clothes will stay on the spot the cage was when they died and not magically teleport to my entrance and promptly burn to a crisp. After obsidian casting I just reclaim my cages and the resulting goblinite for melting. If someone has evidence of this happening in recent versions of the game, please upload a video of it happening or at least say here that it does happen. Otherwise I'll remove the comments from where they are in a few days. --[[User:Egodeus|Egodeus]] 06:58, 1 July 2011 (UTC)&lt;br /&gt;
:I believe that section was carried over from 40d page, where it was mentioned and rumored to happen. I haven't heard of any such event for 2010, myself. [[User:AutomataKittay|AutomataKittay]] 09:49, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Captive breeding ==&lt;br /&gt;
Caged wild animals appear to keep breeding, and aging.  Could this be used for breeding grass eating animals or do wild animals need to eat too?  This happened when I had a bunch of badgers from a cage trap and some of the sows gave birth, is it possible that they were already pregnant?&lt;br /&gt;
:Yes, this is generally how it works. Animals which were already pregnant before being put into a cage will still give birth while in the cage, but they need time out of the cage to get pregnant again. That said, I don't know specifically how wild animals relate to the usual breeding rules. I wouldn't have thought a wild animal could get pregnant at all, but probably it is only that they rarely stay on your map long enough to give birth once becoming pregnant. Were the young wild themselves or pre-tamed? [[User:Niveras|Niveras]] 09:54, 13 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bogeyman&amp;diff=152876</id>
		<title>v0.31 Talk:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bogeyman&amp;diff=152876"/>
		<updated>2011-09-06T09:44:13Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Number of Bogeymen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The only way to stop their attacks is by running through a critical distance somewhere near a town/hamlet,&amp;quot;&lt;br /&gt;
:I ran through one, didn't ward them off. Also, you can enter a lair(where whatever lives inside it is dead) to escape from them, such as you would a building(Just thought I'd point that out.)&lt;br /&gt;
:Also brings me to the next point that sleeping inside of a cleared lair can keep your safe from bogeymen. --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 23:43, 3 February 2011 (UTC)&lt;br /&gt;
:Actually I can testify for this.  Once I was in a town sleeping, but not in a building and they attacked.  I moved about ten spaces and once I was a couple spaces away from the wall of a building, it said &amp;quot;The cackling fades away.&amp;quot; Perhaps whoever edited that in meant getting close to the buildings?[[User:OrangePikmin|OrangePikmin]] 21:07, 16 April 2011 (UTC)&lt;br /&gt;
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Anyone else notice that bogeymen don't attack you in badlands or deserts etc. ? --[[User:Eepkeep|Eepkeep]] 13:14, 28 February 2011 (UTC)&lt;br /&gt;
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I've noticed, and I'm adding that to the article: you must be close to civilization for them to appear. --AddledAbalone 21:55, 17 March 2011 (UTC)&lt;br /&gt;
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Screw that close to civ stuff, I was atleast 5 tiles on the world map, not travel map, from the nearest town or whatever and they spawned suddenly, unless there are also towns that aren't on the map before you heard about them or found them. Would make few sense though with a 90% uncovered map at starting... ~ BloodyRain2k, 4th April 2011&lt;br /&gt;
&lt;br /&gt;
True, even when about 10~20 tiles away from any civilisation, they may show up. But maybe that happens if you're close to a lair or bandit camp, since those may count as buildings too. Also, even with superhuman agility and all your stuff dropped, you can't simply outrun them, unless you enter a building. They'll always respawn, although running in circles on a large open field works, since you can do that until it's dawn.&lt;br /&gt;
&lt;br /&gt;
:Bogeymen appear in certain biomes. The reason they don't appear in deserts and wastelands is not because they're far from civilizations, but because those (along with mountains) are not part of the biomes they appear in.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 14:04, 20 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
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If you look at them in adventure mode, you discover that their appearances are randomly generated and each one has different one. Shouldn't this be added to main page?&lt;br /&gt;
&lt;br /&gt;
:It's a bit hidden, but it's there - &amp;quot;Every bogeyman is created differently&amp;quot; though that's not quite accurate, since a only limited number of them is created.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 14:04, 20 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've added onto it, mentioning horns and wings. That's all I could recall at the moment --[[User:IT 000|IT 000]] 10:24, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
== Number of Bogeymen ==&lt;br /&gt;
---&lt;br /&gt;
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It says in the wiki page that bogeymen are generated at world gen like megabeasts. ergo there should be a finite number of them right? I created an adventurer and wandered around a region in my world called the flayed prairie just to see how many of the fuckers there are. I racked up 224 bogeymen kills in that one region. Are they really finite, or infinite in number?&lt;br /&gt;
:They are infinite, the creation at world gen means that their body structure, materials, syndromes and such are not pre-defined in text files, as with most creatures, but created dynamically when you create the world. This means that each world has its own types of bogeymen (although depending on the possible number of variations there may still be similar or even identical bogeymen in two distinct world seeds). The same process is used for demons. Bogeymen raws are generated at world gen, but the bogeymen themselves are only generated when traveling at night, much like how random goblins are generated during ambush/sieges (they don't all pull from known/living goblin empires). -[[User:Niveras|Niveras]] 09:44, 6 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Domestic_animal&amp;diff=152829</id>
		<title>v0.31 Talk:Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Domestic_animal&amp;diff=152829"/>
		<updated>2011-09-04T13:59:17Z</updated>

		<summary type="html">&lt;p&gt;Niveras: &lt;/p&gt;
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&lt;div&gt;What does Min. eggs, Max. eggs and Avg. eggs mean? Eggs per month, season, year or at all? --[[User:Kami|Kami]] 13:25, 20 May 2011 (UTC)&lt;br /&gt;
:Per clutch.  These numbers represent how many eggs are laid whenever the animal lays eggs.  The frequency of egg laying is not discussed here as of this writing.  --[[User:Jwest23|Jwest23]] 14:29, 20 May 2011 (UTC)&lt;br /&gt;
::I've been wondering about that myself.  Shouldn't be hard to work out... If anyone knows, please add! [[User:Bognor|Bognor]] 14:54, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sex Change==&lt;br /&gt;
Any way to change males to females?&lt;br /&gt;
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==Domestic Poultry notes==&lt;br /&gt;
This note could do with being rewritten. I'd do it myself, but I'm having a hell of a time trying to parse what it's trying to say. I think the gist is that only one batch of eggs (that is, one nest) can hatch at a time, and all other batches have their time-until-hatching 'reset' when this happens... which, if true, sounds like it might be a bug, and may also need confirmation (or cite whatever source this conclusion came from). -[[User:Niveras|Niveras]] 13:59, 4 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=143077</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=143077"/>
		<updated>2011-03-29T20:54:42Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Piercing a Volcano? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Differences from 40d==&lt;br /&gt;
I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Rock layers==&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
::Aside from that, in my pseudo smartguy terms, volcanoes are upwellings of &amp;quot;new&amp;quot; rock, and are as geologically different from ancient coal-bearing rock (coal is a '''fossil fuel''' y'know) as you can possibly have on the same planet.  Although in the current version, if the embark screen does not list sedimentary rock as one of the layers for the selected biome, you aren't going to find it anywhere in the map no matter how large it is.  I get the impression this is more a game mechanic thing to balance the relative advantages of playing in a volcano area (huge amounts of high value ores and obsidian, easy access to magma with low/no risk).[[User:FleshForge|FleshForge]] 01:42, 7 August 2010 (UTC)&lt;br /&gt;
::By the way a pretty simple way to force a lot of volcanoes for your map is just to set &amp;quot;Minimum Volcanoes&amp;quot; option in the world gen parameters to 100 or so, on a medium map this takes little time to roll up and can be previewed before going through the history iterations - hit a key and scroll around the map and see if it looks promising, and abort if it doesn't, continue if it does.  --[[User:FleshForge|FleshForge]] 01:45, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears to be simply simple impossible to get coal on a volcano map regardless of what rock layers are shown on the embark screen.  On the other hand, you can make charcoal from burning wood, so the easy access to magma is still a pretty great advantage and you can still make steel eventually.[[User:FleshForge|FleshForge]] 07:00, 14 August 2010 (UTC)&lt;br /&gt;
:Hah what do you know, the current map I'm looking at JUST MADE A LIAR OUT OF ME!  So yes, as long as the set of biomes overlapping with the volcano area can contain coal, then there can be coal on the volcano map - however the coal will only be in the part of the map that is actually in the sedimentary-containing biome![[User:FleshForge|FleshForge]] 07:03, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano - magma sea connection and exploration ==&lt;br /&gt;
&lt;br /&gt;
After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;br /&gt;
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Confirmed. I'm not sure how it happens, but it does. Water shouldn't drop diagonally down a z-level, right? But that's what happens, water drops diagonally, the resultant obsidian isn't supported, cave-in, and you get to see down to the magma sea. [[User:GhostDwemer|GhostDwemer]] 19:31, 26 October 2010 (UTC)&lt;br /&gt;
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== Volcano and undeground lakes ==&lt;br /&gt;
&lt;br /&gt;
I embarked at volcano area at freezing biome, and got problem with absence of water. The only underground lake was found at the far edge of second cavern - first was completely dry. Is it volcano influence or just random? On maps without volcano each cavern had it's lake, sometimes several of them.[[User:Peregarrett|Peregarrett]] 06:39, 30 July 2010 (UTC)&lt;br /&gt;
:As far as I can tell, this is completely random - in some volcano maps I've found huge lakes 10 levels below sea level, and in some more like 100 z-levels down.[[User:FleshForge|FleshForge]] 06:59, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do volcanoes ever erupt? ==&lt;br /&gt;
&lt;br /&gt;
As a player inexperienced with volcanoes I came to this article looking for that information in the course of trying to site my fortress, so it might be worth adding that.  (Though I must admit that not knowing adds a touch of suspense.) --[[User:Auto Slaughter|Auto Slaughter]] 03:39, 15 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Going on 10 years in my reclaim fortress. I have a volcano (surface magma pipe), that has never overflowed on its own. -BP&lt;br /&gt;
&lt;br /&gt;
I'm trying to dry (obsidianize) my volcano, and have some notes on refill process. It seems that the game periodically generates additional 1/7 amounts at the level above fully filled one, where all tiles are 7/7. So first you see flat empty space just above magma surface, then there appears tiles with 1/7, then 2/7 and so on until the level is completely filled. Then go on to the next level.&lt;br /&gt;
They never erupt, though it would be nice way to more Fun =)) [[User:Peregarrett|Peregarrett]] 07:04, 17 September 2010 (UTC)&lt;br /&gt;
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== Pouring water into a volcano for exploratory magma sea mining? ==&lt;br /&gt;
&lt;br /&gt;
It will slow your game down ridiculously, but a murky pool that started above the volcano with a broken wall drained in and covered the volcano halfway with an obsidian cap, causing about 20 caveins and showing me the entire magma sea and adamantine pillars. Is this a bug?&lt;br /&gt;
: Can't speak for it being a bug or not, but same thing happened to me too, complete with the HFS activating, my framerate got killed long before I could experience any real effects of it, though I noticed the lava in the volcano was quickly draining down, presumably into blank tiles in the magma sea. --[[User:Twilightdusk|Twilightdusk]] 02:45, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Piercing a Volcano? ==&lt;br /&gt;
&lt;br /&gt;
The new volcanoes are straight up and down; if you don't pierce it at the top (and mine is a chimney), how do you pierce it safely? I can't get above to channel down. --[[User:Bombcar|Bombcar]] 17:55, 27 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Standard &amp;quot;mine and run&amp;quot; techniques work. Mine out a path for the magma, with a ramp or other escape route at the other end. Clear it out, and then have someone mine the last space. Your dwarf will run and survive. --[[User:Bombcar|Bombcar]] 03:29, 28 March 2011 (UTC)&lt;br /&gt;
: It is also recommended to have another job or task elsewhere that the dwarf can take after piercing the volcano so that he is not idle for a moment after opening the volcano. A dig designation usually works, but make sure they are not all claimed by other miners (or temporarily disable mining on dwarves who aren't opening the volcano). You can also try accessing the volcano from a corner rather than a direct entrance, though since magma doesn't pressurize naturally I'm not sure that would make a difference. [[User:Niveras|Niveras]] 20:54, 29 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=139658</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=139658"/>
		<updated>2011-03-22T22:12:07Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Overdrive */&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|02:40, 25 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
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Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
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'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
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== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (neglible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on {{L|embark}} and even decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with one bull and 3 cows. Note, though, that with the exception of cat, dogs and poultry, buying animals on embark is extremely expensive.  You also get two random {{L|Domestic animal|draft animal}}s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
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You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally interesting for defense purposes. &lt;br /&gt;
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If you wish to import leather in sufficient quantity to keep your {{L|leatherworker|leatherworkers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
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=== Hunting === &lt;br /&gt;
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''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}(not usually necessary with hunting animals), and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
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It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
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After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
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If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may lead to lots of [[fun]]).&lt;br /&gt;
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=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldier|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
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If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
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=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
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It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
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Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, etc. to create a continuous barrier to movement. &lt;br /&gt;
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Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
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Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
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Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
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=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
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Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
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One strategy includes {{L|restraint|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
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For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
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Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
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Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
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Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
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====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
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{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
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== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
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Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
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Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
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By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal corpse or body part is available if it is taken to the butcher's shop or in a refuse stockpile within a certain distance of the shop.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be weaved into low-value thread, but not into cloth, so it is useless outside hospital (note that it doesn't rot, so it has to be dumped manually).&lt;br /&gt;
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If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
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If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
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To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one{{verify}} (which can also be a pet).&lt;br /&gt;
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=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get {{L|clutter|cluttered}} quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}.  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
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===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
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Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
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The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
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Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
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===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
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{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient. Tallow is no longer a good ingredient - rendering the fat causes it to separate into many tiny stacks, which affects the size of resultant meal.&lt;br /&gt;
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Tallow can also be turned into {{L|soap|soap}}. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
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=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
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As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
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Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
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=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
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Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
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== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldier|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldier|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Turkey&amp;diff=138166</id>
		<title>v0.31:Turkey</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Turkey&amp;diff=138166"/>
		<updated>2011-03-11T17:14:12Z</updated>

		<summary type="html">&lt;p&gt;Niveras: Grammar, cleaned up paragraph logic a little&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Turkey&lt;br /&gt;
|symbol=t|color=4:0:1&lt;br /&gt;
|biome= * {{L|Domestic animal|Domestic}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=6&lt;br /&gt;
|meat=9&lt;br /&gt;
|fat=9&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Hens which claim a [[nest box]] will regularly lay between 10 and 14 [[eggs]]s, which can then be collected by a dwarf with the [[food hauling]] labor. A nest box is created at a [[craftsdwarf]]'s [[workshop]] or [[metalsmith's forge]] and can be placed with the [b]uild menu using [N]. If a turkey gobbler is present, and the nest is not set to have its eggs collected, the eggs may be fertilized and eventually hatch into chicks. Chicks will grow into adults in 1 year.&lt;br /&gt;
&lt;br /&gt;
Turkeys are a better food source than [[chicken]]s due to their larger size, which provides more meat and other products when butchered. Turkeys will also produce a higher number of eggs on average than chickens.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=133076</id>
		<title>v0.31 Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=133076"/>
		<updated>2010-12-06T21:42:55Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Non-Goblin Leader reveals Ambush */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No More Ambushes ==&lt;br /&gt;
As soon as I had my first goblin siege, their ambushes stopped appearing. Feature, bug, or result of not going outside much anymore? [[User:Aussiemon|Aussiemon]] 23:09, 28 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
---It probably isn't not going outside much- as all hostile units will automatically path towards the nearest dwarf/animal. Unless you have a rediculous amount of weapon/stonefall traps that kill them without noticing, you should be getting ambushed.&lt;br /&gt;
&lt;br /&gt;
== Factors Determining Likelihood of Ambush? ==&lt;br /&gt;
Does anyone know what factors determine the chance of an Ambush? Does distance to enemy civs matter? Number of dwarfs? Wealth produced and/or exported?&lt;br /&gt;
*oopsie, forgot to sign that. Some more data: I just ran three games through spring of '52. In all of them, I focused solely on defense, creating very little wealth except for armor and weapons. In two of those, Goblins were the closest civ besides Dwarfs, and I was ambushed directly after the first Elven caravan showed up in the spring, by two squads of six or so each, one squad being crossbowgoblins. In the third, Goblins were the furthest civ, it is now autumn of '52 and I haven't even seen a Goblin snatcher yet, just Kobold thieves. [[User:GhostDwemer|GhostDwemer]] 22:12, 29 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ambush Frequency==&lt;br /&gt;
I am currently into my 6th in game year and I just got my first ambush (or any sign of enemies) now (it was 3 ambushes and a kidnapper in 1).&lt;br /&gt;
Is this normal? because it seemed that i had to wait quite a while till i saw any sign of goblins.&lt;br /&gt;
Also i started the game with no generated history (started at year 1) could this be the cause?&lt;br /&gt;
:Maybe it has something to do with your chosen fortress's proximity to the goblin empire?  If you build far enough away, perhaps it takes a while for them to first show up?  --[[User:Frewfrux|Frewfrux]] 12:55, 30 November 2010 (UTC)&lt;br /&gt;
::Possible when i was playing it in adventure mode the only goblin civilization is on the other side of the world &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:75.155.52.95|75.155.52.95]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spawning Points==&lt;br /&gt;
I designed my fortress to be completely sealed from the outside world and used the &amp;quot;air lock&amp;quot; method to engage in trade.  At no point after my outer wall was finished was an entrance into the fort ever opened, except when accepting migrants who came in through a tunnel gaurded by war dogs.  I had not dug down deep enough to open up any caverns.&lt;br /&gt;
&lt;br /&gt;
Imagine my surprise (and frustration) when I got the announcement that there was an ambush...in the very bowels of my fort.  A lone goblin lasher spawned within my fortress walls and in the center of a group of dwarves.  I checked all the entrance points to the fort and there were none (unless he somehow slipped past a completely submerged floodgate).  He had to have spawned there.  I did not realize this was possible.  Is this a bug?&lt;br /&gt;
&lt;br /&gt;
(Just to reiterate, there was NO ENTRY point into the fort AT ALL.  This was evidenced by the fact that there were, at the time of this ambush, two other ambushes looking to gain entrance who were just wondering around outside because they couldn't get in.) --[[User:Frewfrux|Frewfrux]] 12:52, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Goblin Leader reveals Ambush ==&lt;br /&gt;
&lt;br /&gt;
I've had 2 Ambushes, each with 4 squads, and each squad had a human leader.  The moment the squad appeared on the map, it was detected by the human leader.  I assume this is because the human leader is not actually part of the ambush, yet arrives like it is.  The goblins and human proceed to fight, making me happy that I don't have to have as much fun.  Has anybody else had this problem? --[[User:CrazyMcfobo|CrazyMcfobo]] 06:39, 6 December 2010 (UTC)&lt;br /&gt;
: Yes, but I don't think it is limited merely to human squad leaders. My fort has this issue since the very first ambush squad, even when the leaders are goblins themselves. They don't always kill the leaders, but every ambush squad reveals itself on the map border, and immediately kills one or two of their own squad. I did have some children snatched in the early years of the fortress. I don't know if that would have somehow caused the &amp;quot;loyalty cascade.&amp;quot; Sieges don't seem to have this problem. I wonder if involves the difference in using goblins that existed during world-gen, versus the usual invaders that only come into existence when they spawn on your map edge. --[[User:Niveras|Niveras]] 21:42, 6 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hauling&amp;diff=132812</id>
		<title>v0.31 Talk:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hauling&amp;diff=132812"/>
		<updated>2010-12-02T01:41:32Z</updated>

		<summary type="html">&lt;p&gt;Niveras: Created page with '== Military Dwarves &amp;amp; Meals ==  Can confirm that military dwarves currently serving active duty (e.g. scheduled for a task other than &amp;quot;no scheduled order&amp;quot;) will not take their fo…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Military Dwarves &amp;amp; Meals == &lt;br /&gt;
Can confirm that military dwarves currently serving active duty (e.g. scheduled for a task other than &amp;quot;no scheduled order&amp;quot;) will not take their food to a dining table to eat but will instead eat where they stand - generally being where they acquired the food. Seems true as of .18. May need further testing to see whether table/chairs in barracks or personally owned rooms work, but I am doubtful. [[User:Niveras|Niveras]] 01:41, 2 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=132810</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=132810"/>
		<updated>2010-12-02T01:27:42Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Still bugged? */ Yes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was under the impression that soap is bugged very badly right now.  Specifically, with the introduction of the new &amp;quot;glob&amp;quot; unit, soap is now produced in globs, but every potential use for soap is programmed to use bars.  This can be easily fixed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open reaction_other.txt in your save raws and/or default raws folder and change&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]to&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]&lt;br /&gt;
&lt;br /&gt;
: With the bugfix version, soap is now in bars. --[[User:Zombiejustice|Zombiejustice]] 16:44, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks, Fox the Undead, http://www.bay12games.com/forum/index.php?topic=52996.0&lt;br /&gt;
&lt;br /&gt;
If someone wants to post this on the main page, go ahead.  I'm still new here and I don't want to mess anything up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Theothersteve7|Theothersteve7]] 15:23, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This command must be entered through the Manager ==&lt;br /&gt;
&lt;br /&gt;
Why doesn't the Soap Maker allow you to add the task directly?  Isn't this a bug missing from the Bug section of the page?&lt;br /&gt;
&lt;br /&gt;
[[User:Neebat|Neebat]] 18:08, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
More specifically what happens if your hospital zone has no soap?&lt;br /&gt;
:Wounded dwarves won't be cleaned, which (probably) leads to an infection which is very bad. --[[Special:Contributions/dUMBELLS|dUMBELLS]] 05:31, 14 April 2010 (UTC)&lt;br /&gt;
::Actually they will be cleaned but only with water. It probably is more likely they will get an infection without soap. --[[Special:Contributions/202.124.123.107|202.124.123.107]] 03:01, 12 May 2010 (UTC)&lt;br /&gt;
:::Yeah, this happened to me, where I had a legendary mason who was injured in a cave-in, and was all patched up and casted at the hospital, but went from faint to pale and then died while resting. The announcement said he died from infection. I decided to try making soap after that one.&lt;br /&gt;
&lt;br /&gt;
==Soap Quality Question==&lt;br /&gt;
&lt;br /&gt;
Does soap have quality modifiers (like food and statues) or not (like coke and cut gems)? That is to say, do I need to pay attention to the skill levels of my soapmakers?&lt;br /&gt;
&lt;br /&gt;
== Buckets? ==&lt;br /&gt;
My dwarves put lye in buckets, but the soaper cancels, asking for lye bearing '''barrel'''.&lt;br /&gt;
&lt;br /&gt;
Will they fill the lye in barrels when i have 5? or 10? --[[Special:Contributions/92.202.121.225|92.202.121.225]] 00:02, 10 April 2010 (UTC)&lt;br /&gt;
:They'll do it once there's an empty (or lye-containing) barrel sitting in a Food stockpile which accepts lye, though it may take a while before a dwarf takes the initiative to actually '''do''' it. A single barrel should be able to hold up to 100 units of lye, assuming it hasn't changed since 40d. --[[User:Quietust|Quietust]] 00:06, 10 April 2010 (UTC)&lt;br /&gt;
::I think I've discovered a bit of a bug in regards to this.  Dwarves use buckets to clean patients and provide water to wounded &amp;amp; prisoners... but this doesn't use up the entire bucket of water, leaving you with a bucket containing &amp;quot;stagnant water [x]&amp;quot;.  Lye-makers don't care that the bucket has water in it, so they go ahead and put lye into it, giving you a bucket with both water and lye.  Then, said bucket sits in your ashery.  Why?  Dwarves who want to empty out the lye see the water and forget it, while dwarves who want to use up the water see the lye and forget that.  It might've been fixed after .31.04 (what I'm playing with right now). --[[User:DeMatt|DeMatt]] 21:52, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm running .12 and have the same problem.  [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:37, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: And again in .14 an .15 (though I hadn't figured out how the buckets were getting filled). What's worse, you can't dump the liquid any more than you can dump blood or ichor out of a barrel. --[[User:Romeofalling|Romeofalling]] 07:24, 4 October 2010 (UTC)&lt;br /&gt;
::::Still an issue in .16; I'm attempting to get around this by designating a burrow containing an ash stockpile, an empty barrel stockpile, and an empty bucket stockpile, in addition to the ashery, wood furnace, and carpenter's shop.  We'll see how this works. [[User:Ademrudin|Ademrudin]] 04:52, 3 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
I have several pets (cats and racoons seen so far) carrying around bars of soap in their mouths. I am not sure if it is their &amp;quot;cleaning&amp;quot; task or if it is something else. [[User:Matakuka|Matakuka]] 13:04, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==how much soap is used==&lt;br /&gt;
After using some soap does it get used up?&lt;br /&gt;
&lt;br /&gt;
==Still bugged?==&lt;br /&gt;
I'm having no problems with soap in my fortress, I've got soap, I've got dorfs and pets, but no error message spam.  I am getting an unable to reach area clean self error, but I'm pretty sure that's cause I need another well or ten, since there's only two tiles that can access my current well.&lt;br /&gt;
&lt;br /&gt;
As far as the lye bucket/barrel issue, I usually use magma forges, so I prefer not to burn wood anyways(not an elf or anything, just would rather use the results of my clearcutting for furniture and cages etc), I just embark with 10 to 25 lye, and request it each time from the caravan, and I've never needed to make any. I'm not even sure of all the steps actually.&lt;br /&gt;
&lt;br /&gt;
I'm using the latest release.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
: The &amp;quot;Urist cancels Clean Self: Area Inaccessible&amp;quot; ''is'' the error message spam currently associated with soap. [[User:Niveras|Niveras]] 01:27, 2 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=132571</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=132571"/>
		<updated>2010-11-28T22:43:58Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Animal pit, keep them from going away */ Forgot to log in before signing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Animal pit, keep them from going away==&lt;br /&gt;
I have a pit in which I like to keep all my animals for butchering. There is a door which is tightly closed. However when my butcher goes in to take an animal all the animals escape. What can I do to fix this?&lt;br /&gt;
I placed it above ground because I read somewhere that animals prefer this. It still doesn't help :(&lt;br /&gt;
: For now, not much. Best solution is to stick them in a cage near your butcher (and possibly also your farmer's workshops so your animals can be easily milked). Assigning the animals to the cage is not much different from sticking them in a cage, except that you only need to do it once because they cannot escape from the cage like they would a pit. Of course, this may also prevent them from breeding unless they get time out of the cage (for example, if you milk them). Pregnant animals will give birth in a cage, but they will not get pregnant again while in the cage. [[User:Niveras|Niveras]] 22:43, 28 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;br /&gt;
:When you are at the activity zone definition/selection state (right after hitting the Zones key from the main menu), you will see a key listed as &amp;quot;rectangle&amp;quot; (default &amp;quot;e&amp;quot;) on the menu. Pressing that key toggles between three zone creation states: &amp;quot;rectangle&amp;quot; (the default, you set one corner of a rectangle and then the other), &amp;quot;flow&amp;quot; (you select a location and the area is &amp;quot;filled&amp;quot; with the activity zone, just like defining a room, and can be expanded and contracted the same way), and &amp;quot;floor flow&amp;quot; (not sure what the difference between it and &amp;quot;flow&amp;quot; is, anyone else done any testing?). I'm guessing zones don't become a simple property of the map squares where you defined the zone, like stock(p)iles and (d)esignations do. Instead the way you defined the zone is saved, and the area it occupies is re-calculated with every frame, after the zone menu is closed and play resumes. So a &amp;quot;flow-style&amp;quot; activity zone would be one that was originally defined using the &amp;quot;flow&amp;quot; method, and a large one could cause a performance hit at least, simply because its borders need to be recalculated from the definition every frame, which can get pretty complicated for some convoluted fortress designs. --[[Special:Contributions/66.190.120.90|66.190.120.90]] 15:45, 1 May 2010 (UTC)&lt;br /&gt;
::I'm fairly sure the flow area selected does not change shape even if walls originally inhibiting the flow are removed. This is based on observation with making rooms and expanding them. Should be easy to confirm.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:44, 15 June 2010 (UTC)&lt;br /&gt;
::Flow will include but not pass through walls, floor flow will not include walls.  I've had this crash several times, glad it's fixed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:52, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Zone-canceling crash==&lt;br /&gt;
It seems that whenever I cancel a zone while I am still placing it, the game crashes. It's pretty easily avoidable(finish building it, then delete it), but still annoying. Is this happening to anyone else?--[[User:Pvt. Miller|Pvt. Miller]] 21:51, 15 April 2010 (UTC)&lt;br /&gt;
::I can confirm this, happens to me every time. It's a bummer.&lt;br /&gt;
&lt;br /&gt;
== Failure to dump items ==&lt;br /&gt;
&lt;br /&gt;
I have a dozen clothing items on the ground marked for dumping that aren't being dumped. They're not on top of a stockpile, &amp;quot;gather refuse from outside&amp;quot; is turned ON, the items are not forbidden, I have a garbage dump zone AND refuse pile, and dwarves have refuse hauling enabled. I have many idlers. Stone from within my fortress gets dumped, but these clothing items do not. What gives? --[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:12, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sounds like the items are owned. Owned items cannot be dumped. Only the owning dwarf can move them. View the item, and see if it lists an owner. If so, the only way to get them moved is to give the dwarf their own room (bedroom is good), and place a cabinet into that room. The dwarf will eventually grab up their discarded clothes and place them into the cabinet. --[[User:Darkstar|Darkstar]] 17:11, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a similar problem, though the item in question is a random stone, and I have double-checked it is not owned.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also frequently drop food while carrying it somewhere to eat, and it can never be moved again if this happens. Apparently something in the ownership tags gets screwed up, so the food ends up owned by a null &amp;quot;nobody&amp;quot; dwarf that prevents removal of the food by any dwarf, including the one that dropped the food. My trade depot is currently full of miasma due to these unmovable dropped meals. Turning off all jobs except &amp;quot;refuse hauling&amp;quot; only leaves the dwarves that own the food standing around with &amp;quot;No Job.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 03:10, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You probably have some construction designed (and maybe suspended) using that stone, so the stone is reserved for that construction and can't be moved anywhere else. This happened to me a lot when I had a wall around my fortress designed, but suspended: all the materials indicated for building the wall were unavailable for anything else, including dumping. --[[Special:Contributions/188.82.156.156|188.82.156.156]] 20:54, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems hauling is slightly bugged; items which cannot be hauled to their appropriate location can prevent other items from being hauled (there appears to be a hauling queue with a certain number of available slots; if the top of the queue is full of inaccessible items, dumping will come to a grinding halt, and possibly other hauling jobs as well).  If you run into a persistent problem in which dwarves aren't dumping goods, more than likely you have items needing to be hauled which cannot be accessed by any living dwarf (common if you, like me, leave migrants outside the fortress proper to starve to death).  Forbidding inaccessible items -may- resolve the issue, but if not, undesignate all dump orders for inaccessible items, and undesignate all inaccessible stockpiles.  If you use burrows, you may want to temporarily disable them until your dwarves sort their hauling problems out.&lt;br /&gt;
&lt;br /&gt;
== Did I build a floor on top of the dump? ==&lt;br /&gt;
I think I built a floor on top of an outdoors dump zone. Everyone was restricted to burrows. &amp;lt;br /&amp;gt;Zillion cancel-dump-dropoff-inaccessible messages. Miners refused to dig! Removing floor and letting dorfs outdoors... solved. --[[User:TomiTapio|TomiTapio]] 18:29, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== (dwarf) cancels fill pond: cannot find path ==&lt;br /&gt;
&lt;br /&gt;
I keep getting this message, along with a very, very confused dwarf. He seems fine after I cancel a few times, but then either he tries again or someone else does. It isn't much of a problem(yet), but constant spamming is really annoying. I am on Reclaim.&lt;br /&gt;
&lt;br /&gt;
== Verify: ==&lt;br /&gt;
&lt;br /&gt;
I can verify everything that needs verified, except for powder showing up where 1 item of powder is 150 units. This is because at the current point powder does not go into a hospital stockpile and as such this cannot be measured. It can be assumed that it follows the same rules as soap, but at this point it's all conjecture. --[[User:Eurytus|Eurytus]] 12:26, 19 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=132043</id>
		<title>v0.31 Talk:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=132043"/>
		<updated>2010-11-20T02:11:42Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Hauling Crafts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Glass Crafts?==&lt;br /&gt;
Under Large Gems, &amp;quot;Gems and glass also have a chance to be cut into crafts this way&amp;quot;. In 40d, cutting glass would only result in large gems, '''never''' crafts. Considering this section was copied almost verbatim from [[40d:Trade good]], it would be nice to have some proof that glass crafts actually exist in 0.31 (and should probably be noted as a difference from previous versions). Additionally, the Materials table suggests that glass ''cannot'' be made into crafts, so this is inconsistent. --[[User:Quietust|Quietust]] 18:48, 8 June 2010 (UTC)&lt;br /&gt;
:There IS a chance for raw glass (and presumably other raw gems, too) to be cut into crafts.  I ordered 20 cuttings of each type, having stocked up on trader-supplied raw glass, and of 20 green and 17 clear (thus far), I've gotten 1 large green, 4 large clear, 1 clear amulet, and 1 clear crown, plus the 19 cut green and 11 cut clear.  It's nto a very LARGE chance, by any means.  Certainly the amulet and the crown didn't come from any other glass source - I haven't built the necessary furnace yet. --[[User:DeMatt|DeMatt]] 21:16, 8 June 2010 (UTC)&lt;br /&gt;
: I too have seen glass crafts appear from cut raw glass, or I wouldn't have changed it. In fact, it also happened in 40d. I know this because I never order my glassmakers to make glass crafts: I order them to make raw glass for my jewelry industry, and some raw glass ended up as glass crafts. They are probably named identically as glass crafts derived the more direct way, which I imagine is where the confusion comes from. That's a good point about the material table, however, and I will correct that. EDIT: It appears you cannot make glass crafts directly. That makes the presence of glass rings in my fortresses even more strong evidence for crafts coming from gem cutters.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:29, 8 June 2010 (UTC)&lt;br /&gt;
::Okay, now that the jobs are done, I ended up with:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Green&lt;br /&gt;
! Clear&lt;br /&gt;
! Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Cut Gems&lt;br /&gt;
| 19&lt;br /&gt;
| 12&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Large Gems&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Amulets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Scepters&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Crowns&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bracelets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
::I didn't restrict by skill or anything, so I've got no idea who did which item.  It does seem relevant that the green glass, which went first, didn't get cut into any crafts... that seems to imply that higher skill makes crafts more likely, just as higher skill makes large gems more likely. --[[User:DeMatt|DeMatt]] 22:44, 8 June 2010 (UTC)&lt;br /&gt;
:::Back in one of my 40d forts, I trained several gem cutters to Legendary on glass alone, cutting hundreds of pieces of raw green glass in the process. I ended up with tons of large green glass gems (which ended up getting claimed by my philosopher and dungeon master), but '''no''' crafts. I never did the same thing with clear glass (though I certainly could have - a different fort churned out several thousand clear glass blocks to make a 23 Z-level pyramid as well as some floating battlements) or crystal glass (due to the extreme scarcity of rock crystals back in 40d). If anybody does manage to get a green glass craft in 0.31, then it'd be quite definitive proof that the behavior was changed. Cutting ''rough gems'' was always capable of producing crafts, possibly even back in the 2D version, just not raw glass. --[[User:Quietust|Quietust]] 23:31, 8 June 2010 (UTC)&lt;br /&gt;
::::Here is some proof. It's even version specific, with a self portrait figurine by the cutter. &lt;br /&gt;
[[File:Glass_Crafts.png]]&lt;br /&gt;
 Not only are glass crafts possible, but they happen quite often. &lt;br /&gt;
&lt;br /&gt;
EDIT: After testing in 40d, it appears that you are right about crafts not appearing. 276 cut green glass gems and 152 large green glass gems agree with you!&lt;br /&gt;
[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:36, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What to do with Artifact Crafts ==&lt;br /&gt;
&lt;br /&gt;
I keep getting artifact wood crowns and toy boats and stuff. What do I do with all these artifact crafts? Specifically, how do I prevent them from getting stolen.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 13:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just designate a few squares deep in your fortress as a Finished Goods stockpile and set it to only accept artifact-quality items. Then you can either use 't' to 't'ake the artifact out of whatever pile it's currently in, or set your other stockpiles to not accept artifacts. Note that movement of items in bins can be a bit squirrelly, so if the artifact is already in one (with other non-artifact items), you may have to fiddle around a bit to get the dorfs to pull the artifact out. Setting the artifact pile to not accept bins sometimes helps. [[Special:Contributions/202.156.10.234|202.156.10.234]] 10:01, 1 November 2010 (UTC)&lt;br /&gt;
::If you have a bin containing artifacts, just order it to be taken to the depot - all of the artifacts will be dumped out and left on the floor, at which point they should be restockpiled (unless they were already on the stockpile square, in which case you can p-x to remove that one square to spread them out properly, then delete and remake the entire stockpile to fill in the gap). --[[User:Quietust|Quietust]] 12:45, 1 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crowns and Scepters ==&lt;br /&gt;
Are crowns and scepters ever used by leaders/nobles/monarchs? [[User:Aussiemon|Aussiemon]] 18:34, 28 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finished Goods or Trade Goods? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;finished goods&amp;quot; includes a lot more than just trade goods; for example, quivers, flasks/waterskins and non-armor clothing go in finished goods bins. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:07, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hauling Crafts ==&lt;br /&gt;
&lt;br /&gt;
What hauling task must be enabled to haul finished crafts? is it just the hauling craft for whatever material the craft was made from?&lt;br /&gt;
: The Item Hauling job will haul finished crafts (unless they're designated for dumping, which falls under Refuse Hauling) [[User:Niveras|Niveras]] 02:11, 20 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=131543</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=131543"/>
		<updated>2010-11-14T02:21:07Z</updated>

		<summary type="html">&lt;p&gt;Niveras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
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== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
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Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
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==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
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Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
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Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
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maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
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'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
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scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
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== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
 &lt;br /&gt;
I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
&lt;br /&gt;
What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
&lt;br /&gt;
Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventure_mode_quick_start&amp;diff=131542</id>
		<title>v0.31 Talk:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventure_mode_quick_start&amp;diff=131542"/>
		<updated>2010-11-14T02:05:56Z</updated>

		<summary type="html">&lt;p&gt;Niveras: Created page with '== Additional info == I fleshed out some point points, mainly to help choose a race. I read somewhere that races have certain adv-mode-specific benefits - specifically that elves…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Additional info ==&lt;br /&gt;
I fleshed out some point points, mainly to help choose a race. I read somewhere that races have certain adv-mode-specific benefits - specifically that elves get a 20% speed bonus, and that dwarves have a damage reduction bonus - however, I was unable to find it a second time in order to confirm it before adding it to the article. I am not even sure where I read it in the first place. The general benefits of creature size (largely the ability to take and deal damage) should also probably be mentioned, though it seems like more detail than is necessary for a quick start guide.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:05, 14 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventure_mode_quick_start&amp;diff=131541</id>
		<title>v0.31:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventure_mode_quick_start&amp;diff=131541"/>
		<updated>2010-11-14T01:55:03Z</updated>

		<summary type="html">&lt;p&gt;Niveras: Minor additions, some grammar flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unknown|16:46, 13 November 2010 (PST)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests. Elves are arguably the most challenging since they start with very weak wooden weapons. Starting equipment for dwarves is generally better (the only race which can start with steel weapons), though for now much of the armor and clothing you will find is too large for dwarves. Humans are all around the best choice, as they begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns). &lt;br /&gt;
&lt;br /&gt;
You can then choose to start as either a peasant, hero or demigod. Each offers progressively more points to spend on attributes and skills. Read up on {{L|Attribute|attributes}} and {{L|Skill|skills}} to customize your character. &lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure near a peasant hut. You can ask nearby commoners, using the {{k|k}} key, if you may be of any Service. They will then inform you of any problems their locality is suffering from, giving you a Quest! This can be repeated several times in order to gain additional quests.&lt;br /&gt;
&lt;br /&gt;
Using {{k|shift}}+{{k|t}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun. You may wish to avoid traveling wilderness at night, particularly when you are alone.&lt;br /&gt;
&lt;br /&gt;
When in the fast-travel screen, press {{k|m}} to bring up the map. Use {{k|shift}}+{{k|Q}} to bring up the quest screen. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target, showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities.&lt;br /&gt;
&lt;br /&gt;
When your adventurer becomes tired, as indicated by the &amp;quot;drowsy&amp;quot; attribute, it's time for some sleep. Use the {{k|Z}} key to bring up the sleep menu. Beware of sleeping in the wilderness at night! If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. Though your quest log will direct you there, it is not necessary to return to the individual who gave you the quest to report your success.&lt;br /&gt;
&lt;br /&gt;
Once, your fame has risen enough, mighty warriors may want to join you on your way to glory. They can be recruited at fortresses (marked as O on the map) or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress as quickly as possible. When fast-traveling, make sure that all of your companions are near you or some may be left behind.&lt;br /&gt;
&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs. When questing, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet). To check on the status of one of your companions, use the {{k|l}} key to look at him. This can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. Existing items must first be removed using the {{k|r}} key. Unfortunately, swapping equipment is somewhat broken in the current version.&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Statue&amp;diff=129998</id>
		<title>v0.31 Talk:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Statue&amp;diff=129998"/>
		<updated>2010-10-22T02:52:59Z</updated>

		<summary type="html">&lt;p&gt;Niveras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, statues have descriptions now! Nifty! --Kydo 04:34, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, so, I'm taking the 40d page, clearing out the broken links, removing the unverified information, removing all the details I'm unsure of, (Hey, their base value may have changed, I haven't tried trading them yet, and I haven't searched for them in the raws.) and pasting it here. I'm also adding the new stuff about statues actually DEPICTING stuff now. --Kydo 04:41, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That means I pulled the entire bit on ore-based statues, because whether dwarves are made happy by quality or final value, was an unverified claim. Also, as soon as my mason became good enough to make statues that actually depict historical events, he promptly churned out seven statues in a row of the exact same event, depicted in the exact same way. --Kydo 04:50, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I have a statue of a dwarf and merpeople. The dwarf is surrounded by the merpeople. It is a statue of Mormuz Whatever. He likes merpeople for their tails. Interestingly that statues even pick such things as preferences. --[[User:Niggy|Niggy]] 17:39, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have a dwarf that likes some awesome creatures, like carp, make him your main statue maker. What is more awesome then a fortress entrance with thousands of carp statues? I had a mason that likes long nose gar, he made 3 statues of them but then died to a giant olm who died one second later to my militia dwarf. --[[Special:Contributions/88.130.87.97|88.130.87.97]] 07:35, 30 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do you view a statues description once it has been placed in a room? I can view its description when choosing which statue to build but once it has been placed I cant view it with the look command. Is this a bug?&lt;br /&gt;
: Use 't' to &amp;quot;View Items in Buildings&amp;quot; and move the cursor close to the statue that you've built. You can then browse its components (if it had more than one, such as forges, traps, or seeded farm plots), press enter to view a specific component (in the case of a statue, the statue item), then 'v' to view the item's description. [[User:Niveras|Niveras]] 02:52, 22 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129997</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=129997"/>
		<updated>2010-10-22T02:48:47Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* Harvest Apathy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
:::Toady confirmed it too, you realize. Twice.--[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:33, 29 July 2010 (UTC)&lt;br /&gt;
::::Quote from: Dr. A - &amp;quot;Farm plots built underground (Inside/Dark/Subterranean) on natural soil will not allow planting&amp;quot;&lt;br /&gt;
::::Reply from: Toady One - &amp;quot;I'm not sure yet.  I never get a chance to look at it, despite wanting to look at it.  The original idea was to require a soil wall beneath a mudless square for it to be farmable, and if it isn't that way, it's a bug.  Either way, it is somewhat confusing, because you wouldn't be able to farm in one layer of soil.  I'm not sure you should be able to, morally speaking, especially with the underground trees, but it's probably less confusing that way.&amp;quot; from http://www.bay12forums.com/smf/index.php?topic=62202.msg1424098#msg1424098&lt;br /&gt;
::::I shall give this some testing over the next few days to see if a farm on top of a soil wall will allow planting of underground crops without being muddied first.--[[User:Malibu Stacey|Malibu Stacey]] 21:32, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
:Have same problem... did you dig out the level below your &amp;quot;aboveground&amp;quot; farm? I did (z1 and z2 dug out) and I remember towercaps and the lot can't grow unless they have a floor tiles and wall below (z1 dug out but not z2), perhaps crops follow the same rules? I'll test this.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:54, 15 June 2010 (UTC)&lt;br /&gt;
::I just encountered this issue (version 31.04) but in a slightly different context.  I dug out four rooms underground in sand, did *not* dig out the tiles underneath, built 4 farms on the sand without irigating, and then got the message that that there are &amp;quot;No seeds available for this location&amp;quot;, despite having just embarked with many seeds.  Maybe I'll try tearing down the farms and irrigating first. --[[User:Frewfrux|Frewfrux]] 17:55, 15 June 2010 (UTC)&lt;br /&gt;
:::DF2010 requires farms to have mud whether on rock or soil layers. Cheers--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:50, 16 June 2010 (UTC)&lt;br /&gt;
::::Technically, it’s the bug that requires it (if I’m reading all the information correctly).  It seems that DF 2010 is supposed to allow farms on soil regardless of mud.  (Am I right, or is this actually intended behaviour?)  I had thought that the bug was that you couldn’t build the farms without the mud, but that doesn’t appear to be the case.  You can build the farms just fine, but the code doesn’t appear to “see” any valid seeds to plant after they are built.&lt;br /&gt;
::::I tore down my farms (successfully built on soil without mud), flooded the area, and then built them again and sure enough the farms now “see” the seeds I have. --[[User:Frewfrux|Frewfrux]] 19:54, 16 June 2010 (UTC)&lt;br /&gt;
:::::I thought that farms not growing without mud underground was a purposeful change on Toady's part. I suppose I assumed that because of how subterranean trees only grow in muddied soil. Also you don't have to have mud, above ground farms accept all the correct seeds if on soil that issn't irrigated. --[[Special:Contributions/99.67.238.66|99.67.238.66]] 22:00, 16 June 2010 (UTC)&lt;br /&gt;
::::::Hmmm.  I thought that the only reason mud was needed for the underground trees was because they were on rock, not soil.  Regardless, after testing it out, here's what I found:&lt;br /&gt;
::::::- You can *build* a farm on any soil (above ground or below)&lt;br /&gt;
::::::- Only the farm built above ground will &amp;quot;see&amp;quot; any available seeds (assuming no mud)&lt;br /&gt;
::::::- You can build an underground farm on soil and muddy the ground *afterward*&lt;br /&gt;
::::::- You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.&lt;br /&gt;
::::::- Water both provides mud *and* washes it away.  If you build an underground room with a hole in the ceiling and mark that hole with a &amp;quot;pond&amp;quot; zone so your dwarves bring water to it and dump the water in the room, you will see piles of mud appear on some of the tiles and be washed off of others (no idea what determines which of the two happen).&lt;br /&gt;
::::::And that was the extent of my testing. --[[User:Frewfrux|Frewfrux]] 01:47, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: Finally got around to trying to build a farm on muddied soil above-ground with a natural wall on the next level down. Testing shows that no seeds can be used on such terrain. So for DF2010 above-ground farms must be built on soil (muddied or unmuddied) and underground farms can grow on any terrain as long as the tiles are muddy. Above-ground farms will not work on muddied rock tiles. I'll go ahead and add this to the actual page.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 21:05, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::: ''You can build a farm on part muddied ground and part soil and it will be able to &amp;quot;see&amp;quot; available seeds.  HOWEVER, your dwarves will only plant on the muddied part of the farm.'' - This isn't exactly true. I just found out that if the top left square of the farm doesn't have mud, then NONE of the farm will activate. I muddied my farm plot, but missed two squares in the top left. rebuilt the farm and it didn't work; rebuilt the farm slightly smaller so that the top left corner was muddied and the farm turned on. [[Special:Contributions/71.202.179.67|71.202.179.67]] 19:29, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming describes the concept, plant uses, importance, possibilities and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;br /&gt;
:As far as I can tell, yeah, it's still accurate. I haven't run into any changes in this part of the game, and I've always found this chart to be exceedingly helpful... Though a little messy. Perhaps we could do up a cleaner version of it for the new page? --Kydo 07:43, 16 October 2010 (UTC)&lt;br /&gt;
:: There, how's this? --Kydo 08:28, 17 October 2010 (UTC) [[Image:FarmG2.png|Thumb|200px|Proposed New Version]]&lt;br /&gt;
:::There is a similar table in [[DF2010:Crop]]. A table/chart for farming should preferably illustrate the processes of farming and not (re)iterate the specific crops and products. --[[User:Nahno|Nahno]] 12:52, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I didn't even know that page existed! Considering it has a superior version of a chart that was always far more useful han the page it was on, shouldn't it be more readily available? I mean, there's just one off-handed link in the article, and another in the related articles section. --Kydo 15:07, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd say that the only improvement old farming process flowchart could utilize is grouping plants, drinks and products that have all options identical into blocks and not just color-coding by type and an arrow to uses. It may be harder to do with partially-overlapping groups though.--[[User:Another|Another]] 13:29, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
Probably it ought to be noted that if your dwarves aren't quick enough to harvest a ripe bit of crop, it will wither and become refuse (happens to me when I set &amp;quot;Only Farmers harvest&amp;quot;).--[[User:FleshForge|FleshForge]] 09:52, 7 August 2010 (UTC)&lt;br /&gt;
: I gather that's less of a problem if you have at least one dedicated farmer per x# of tiles, but I would like to read a recommendation for how many 'x' should be.[[User:Uzu Bash|Uzu Bash]] 17:52, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Indication of buggy behaviour ==&lt;br /&gt;
&lt;br /&gt;
It's been reverted multiple times whenever someone adds the &amp;quot;due to a bug&amp;quot; statement, so I'll state my reason on why this should be made clear: new players. If someone new plays DF, they may think the irrigation process is too complex if they do it first thing. Like many of our first fortresses, farming is supposed to be a long term goal (fortress 1: farm plot built; fortress 2: plump helmet planted; fortress 3: sustainable farming; fortress 4: irrigation done) and forcing it onto them isn't a good idea, considering that it is a bug, and Toady has stated he'll look at it eventually. If nobody comes up with a good reason '''not''' to add this information, I'll re-add it. --[[User:Dree12|Dree12]] 19:56, 18 August 2010 (UTC)&lt;br /&gt;
:Since nobody commented, I'll re-add the bug notice. --[[User:Dree12|Dree12]] 20:52, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with farm plot sending jobs ==&lt;br /&gt;
&lt;br /&gt;
I made a 22 tile farm plot on muddied sand, a single tile in the corner was not muddied. It still let me build the plot, but until I resized the plot to make it not include that tile, my farm plot would not send jobs out.-[[User:Wafl|Wafl]] 21:53, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== maximum stack size ==&lt;br /&gt;
&lt;br /&gt;
What is the max size of a crop stack? Does high enough growing skill make potash irrelevant? [[User:Uzu Bash|Uzu Bash]] 17:45, 21 October 2010 (UTC)&lt;br /&gt;
:Not sure about 0.31, but back in 40d the maximum crop stack size was 6 (with a lot of luck and a highly skilled farmer), and according to Toady you could boost that all the way to 11 using potash. --[[User:Quietust|Quietust]] 19:44, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvest Apathy ==&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered a bug wherein your planters go on seeding farm plots, but no one is willing to harvest anything? No one will touch the withered plants either (unless they're designated for dumping). &lt;br /&gt;
&lt;br /&gt;
I switched between harvest options during different seasons, left plots fallow, rotated crops and so on to no effect. &lt;br /&gt;
&lt;br /&gt;
Halp?&lt;br /&gt;
&lt;br /&gt;
: You probably accidentally turned on &amp;quot;Dwarves Ignore Food.&amp;quot; o-f to re-enable. [[User:Niveras|Niveras]] 02:48, 22 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dye&amp;diff=127422</id>
		<title>v0.31 Talk:Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dye&amp;diff=127422"/>
		<updated>2010-09-11T15:27:04Z</updated>

		<summary type="html">&lt;p&gt;Niveras: /* can't dye imported cloth? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Specific Colors ==&lt;br /&gt;
&lt;br /&gt;
I believe there should be a way to choose the type of dye you want to use. Or is there some way to do that already? For instance, I want to make blue cloaks as per my guards' uniform template, but when I dye the thread I cannot designate the workshops to only use dimple dye; conversely, I cannot specify the clothier's shops to only use ''blue'' dyed thread when making cloaks. The only way I see around this is to forbid the respective dyes you don't want to use and/or the wrong-colored thread when making the end product, but there really should be a better way to do this. --[[User:Bronzebeard|Bronzebeard]] 04:26, 4 May 2010 (UTC)&lt;br /&gt;
*The only other way I can think of is to 'd'ump the blue threads into a quantum stockpile near the clothier, then proceed to make cloaks. He'll choose the closest unforbidden material. [[Special:Contributions/97.103.188.15|97.103.188.15]] 20:04, 15 May 2010 (UTC)&lt;br /&gt;
*burrows are a great way to ensure that youre producers are using the material you want them to.&lt;br /&gt;
&lt;br /&gt;
== Values? ==&lt;br /&gt;
&lt;br /&gt;
The 40d version of this article has a &amp;quot;Value&amp;quot; column on the far right. Does anyone know if dye in the current version has different values?&lt;br /&gt;
&lt;br /&gt;
== can't dye imported cloth? ==&lt;br /&gt;
&lt;br /&gt;
I've been using dye on cloth for awhile in my fort to some success.  I've got some imported cloth that clearly is not dyed upon close inspection, and I have dye on hand, but when i order the workshops to 'dye cloth' the job is immediately canceled due to not having '10,000 units of dyeable cloth'&lt;br /&gt;
--[[Special:Contributions/99.68.98.63|99.68.98.63]] 04:56, 11 September 2010 (UTC)&lt;br /&gt;
:Are you certain the cloth has not been used by your hospital? If an item of cloth has been used as a bandage, it's no longer considered a stack of 10,000 and won't be valid for the usual workshop-related tasks. Even if your hospital was well stocked with cloth for bandages, it's not guaranteed that your medical dwarves used what was stocked in the hospital - they pick materials based on proximity when they initially &amp;quot;pick up&amp;quot; the job. It is also possible that a medical dwarf took something out of the hospital, but that item was replaced by a hauler before the bandaging was finished, so the cloth used as a bandaged was returned to the cloth stockpile (because the hospital no longer has room for it). [[User:Niveras|Niveras]] 15:27, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Millstone&amp;diff=126703</id>
		<title>v0.31 Talk:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Millstone&amp;diff=126703"/>
		<updated>2010-09-01T01:33:39Z</updated>

		<summary type="html">&lt;p&gt;Niveras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quality Discussions ==&lt;br /&gt;
I think this should be downgraded to an Elven article.  It looks like a stub to me. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Me|Me]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Well.. it doesn't have any red links, with many blues. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:92.10.72.113|92.10.72.113]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think it should be downgraded to +Fine+. There is a small, basic amount of information. No illustrations of how to hook up millstone to anything, no tips, etc.&lt;br /&gt;
&lt;br /&gt;
Too many articles are marked as +Exceptional+ currently, due to the switch from &amp;quot;Elven&amp;quot;, &amp;quot;Human&amp;quot;, &amp;quot;Dwarven&amp;quot; to &amp;quot;Tattered&amp;quot;, &amp;quot;Exceptional&amp;quot;, and &amp;quot;Masterwork&amp;quot;. Fine was added later, so most articles that SHOULD be marked &amp;quot;Fine&amp;quot; are currently marked &amp;quot;Exceptional&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I'm bumping this article down to &amp;quot;+Fine+&amp;quot;. Others can bump it up if they disagree with me. --[[User:Darkstar|Darkstar]] 21:24, 28 June 2010 (UTC)&lt;br /&gt;
:Ehhh... y'know, you could ADD those things you think should be in the article.  See?  I just did.  And then I put it back to Exceptional. --[[User:DeMatt|DeMatt]] 21:55, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Millstone in general ==&lt;br /&gt;
&lt;br /&gt;
...  What's the advantage of a millstone over a quern?  Is there any, really? --[[User:Aescula|Aescula]] 00:52, 1 September 2010 (UTC)&lt;br /&gt;
:: Not 100% sure of this, but I imagine it's speed. I don't know how fast a legendary miller can work a quern, whether it's still an appreciable amount of time, but milling with a powered millstone is just this side of instant. [[User:Niveras|Niveras]] 01:33, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_forge&amp;diff=126689</id>
		<title>v0.31:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_forge&amp;diff=126689"/>
		<updated>2010-08-31T18:42:39Z</updated>

		<summary type="html">&lt;p&gt;Niveras: Spelling; technical notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Crossbow-making{{verify}}, Trapper, Mechanic&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
* {{L|Anvil}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Weaponsmith|Weaponsmithing}}&lt;br /&gt;
* {{L|Armorsmith|Armoring}}&lt;br /&gt;
* {{L|Metalsmith|Blacksmithing}}&lt;br /&gt;
* {{L|Metal crafter|Metalcrafting}}&lt;br /&gt;
* {{L|Mechanic|Mechanics}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Metal|Metal bars}}&lt;br /&gt;
|production=&lt;br /&gt;
*{{L|Crafts}} &lt;br /&gt;
*{{L|Goblet}}s (x3 from one metal bar)&lt;br /&gt;
*{{L|Toy}}&lt;br /&gt;
*{{L|Instrument}}&lt;br /&gt;
*{{L|Vial|Flask}}s (x3 from one metal bar)&lt;br /&gt;
*{{L|Coins}} (x500 from one metal bar)&lt;br /&gt;
*{{L|Stud|Studding}}&lt;br /&gt;
*{{L|Furniture}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''magma forge''' is a {{L|workshop}} used by {{L|dwarf|dwarves}} to turn {{L|metal|metal bars}} into useful objects such as {{L|weapon|weapons}}, {{L|armor}}, {{L|furniture}}, {{L|coins}}, {{L|trap component|trap components}}, metal crafts and {{L|ammunition}} for {{L|siege}} equipment or {{L|crossbow|crossbows}} without the need for {{L|Fuel|coke}} to fuel the reaction.&lt;br /&gt;
&lt;br /&gt;
To build a magma forge, you must have {{L|fire-safe}} materials, an {{L|anvil}}, and a build site with at least one tile open over {{L|magma}} at least 4/7 deep. Placing the impassable sections of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out. While it is possible to construct a magma forge without open access to magma beneath one of its 9 squares, you will be unable to add tasks to the workshop. Note also that, like all workshops, the central tile must be floored, as it is required for a dwarf to use the workshop, and therefore cannot be the square used to access magma (you will be blocked from building the workshop).&lt;br /&gt;
&lt;br /&gt;
==Workshop labors and skills==&lt;br /&gt;
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of {{L|labor}} enabled for each.  The labors used at a forge are:&lt;br /&gt;
&lt;br /&gt;
*{{L|Weaponsmith|Weaponsmithing}} -- {{L|weapon|weapons}}, {{L|trap}} components, {{L|bolt|bolts}}, and {{L|ballista arrowhead|ballista arrowheads}}&lt;br /&gt;
*{{L|Armorsmith|Armoring}} (armorer) -- {{L|armor}}&lt;br /&gt;
*{{L|Metal crafter|Metalcrafting}} -- {{L|Restraint|chains}}, and everything in the &amp;quot;Other Objects&amp;quot; category ({{L|craft|crafts}}, {{L|coins}}, {{L|goblet|goblets}}, {{L|stud|studding}}, etc.), except anvils &lt;br /&gt;
*{{L|Blacksmith|Blacksmithing}} -- Anvils, {{L|block}}s, and all {{L|furniture}} except chains.&lt;br /&gt;
*{{L|Trapper|Trapping}} -- Animal Traps.&lt;br /&gt;
*{{L|Mechanic|Mechanics}} -- Mechanisms.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Metalsmith's forge}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=126481</id>
		<title>v0.31:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=126481"/>
		<updated>2010-08-28T18:31:18Z</updated>

		<summary type="html">&lt;p&gt;Niveras: Grammar adjustment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:04, 28 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
* {{L|Cheese}}&lt;br /&gt;
* {{L|Dwarven sugar}}&lt;br /&gt;
* {{L|Dwarven syrup}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Fish}}&lt;br /&gt;
* {{L|Flour}}&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Milk}}&lt;br /&gt;
* {{L|Plants}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Seeds}}&lt;br /&gt;
* {{L|Tallow}}&lt;br /&gt;
|production =&lt;br /&gt;
*{{L|Food|Prepared meals}}&lt;br /&gt;
*{{L|Tallow}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the {{L|Cook|cooking}} {{L|labor}} enabled. It is used to cook meals and render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}. Cooking meals will drastically increase the food's value and the meals will {{L|rot}} more slowly, but any {{L|seed}}s from raw crops are lost.&lt;br /&gt;
&lt;br /&gt;
If you cook 15 {{L|plump helmet|plump helmets}} worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he {{L|Preferences|likes}}, giving the eater a happy {{L|thought}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only {{L|Alcohol|booze}}, {{L|milk}}, and {{L|Dwarven syrup|syrup}}, your cooking jobs will get canceled.  However, a single {{L|plump helmet}} can be cooked with dwarven ten wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, a good way to create {{L|fun}} in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121987</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121987"/>
		<updated>2010-07-20T16:29:29Z</updated>

		<summary type="html">&lt;p&gt;Niveras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;br /&gt;
:'''Hell''' is an English word that is not specific to any one religion, or any collection of religions. You can have Christian hells, Buddhist hells, Voodoo hells, any underworld abode of the damned can be described by the word hell. -- [[User:Ancient History|Ancient History]] 15:12, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demon populations ==&lt;br /&gt;
&lt;br /&gt;
From my limited observations the demon population is infinite, but beyond the initial dozens (or hundreds?) that you get when you first breach, the rest are merely migrants just as you'd see with more mundane creatures on the surface or passing through caverns. These migrants are probably &amp;quot;aggressive&amp;quot; - seeking dwarves if they have a path - but unless you've built a path from the pillar to hell's surface, it can mean your fort is entirely safe if all your demon types are &amp;quot;terrestrial&amp;quot; and cannot fly. Safe after dealing with the initial invasion of course - the initial demon always seem to crawl up the pillar even if they cannot normally fly. [[User:Niveras|Niveras]] 16:29, 20 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=120130</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=120130"/>
		<updated>2010-07-03T20:12:35Z</updated>

		<summary type="html">&lt;p&gt;Niveras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;br /&gt;
:::Yeah, you could probably go without a bridge. Just having the GCS in a 2x1 indentation in the wall to room, with a channel in front of it, and a creature it will attack in the main room. One could even make this setup:&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW    W=wall&lt;br /&gt;
  WWWWWW+WWWWWW    #=open space&lt;br /&gt;
  W   WW#WW   W    +=door&lt;br /&gt;
  + d +#G#+ d +     =floor&lt;br /&gt;
  W   WW#WW   W    G=GCS&lt;br /&gt;
  WWWWWW+WWWWWW    d=dog (or whatever creature that the GCS will attack)&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
:::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]].&lt;br /&gt;
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC)&lt;br /&gt;
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06.&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=119311</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=119311"/>
		<updated>2010-06-22T18:48:11Z</updated>

		<summary type="html">&lt;p&gt;Niveras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niveras</name></author>
	</entry>
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