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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NomeQueEuLembro</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T14:23:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Metal&amp;diff=211854</id>
		<title>DF2014 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Metal&amp;diff=211854"/>
		<updated>2014-10-26T01:48:46Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: forgot to sign, sorry!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|66.177.96.41}}&lt;br /&gt;
&lt;br /&gt;
== Dark Metals, Glowing Metals, etc ==&lt;br /&gt;
&lt;br /&gt;
Dark,Glowing,Blazing,Frosty,etc. metals are procedurally generated metals generated during worldgen and are used in weapons and armor of so named &amp;quot;Vault guardians&amp;quot; which you can meet in Vaults themselves. All of these metals have tag [DIVINE] in their RAWs so I'd suggest calling them divine metals. All of these metals are technically the same with the exception of name and sphere relation, here are the raws of one of them:&lt;br /&gt;
 Ruspstrasp(   /   � inorganic_generated� [OBJECT:INORGANIC]� [INORGANIC:DIVINE_1]� [GENERATED]� [DIVINE]� [DISPLAY_COLOR:0:0:1]�&lt;br /&gt;
 [BUILD_COLOR:0:0:1]� [STATE_COLOR:ALL_SOLID:BLACK]&amp;amp; [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]( [STATE_NAME_ADJ:ALL_SOLID:searing metal]�&lt;br /&gt;
 [MATERIAL_VALUE:300]� [SPEC_HEAT:7500]� [MELTING_POINT:NONE]� [BOILING_POINT:NONE]� [ITEMS_WEAPON]� [ITEMS_WEAPON_RANGED]�&lt;br /&gt;
 [ITEMS_AMMO]� [ITEMS_DIGGER]&lt;br /&gt;
 [ITEMS_ARMOR]&lt;br /&gt;
 [ITEMS_ANVIL]� [ITEMS_HARD]&lt;br /&gt;
 [ITEMS_METAL]�&lt;br /&gt;
 [ITEMS_BARRED]� [ITEMS_SCALED]� [SOLID_DENSITY:1000]� [LIQUID_DENSITY:1000]� [MOLAR_MASS:20000]� [IMPACT_YIELD:1000000]�&lt;br /&gt;
 [IMPACT_FRACTURE:2000000]� [IMPACT_STRAIN_AT_YIELD:0]� [COMPRESSIVE_YIELD:1000000]� [COMPRESSIVE_FRACTURE:2000000]�&lt;br /&gt;
 [COMPRESSIVE_STRAIN_AT_YIELD:0]� [TENSILE_YIELD:1000000]� [TENSILE_FRACTURE:2000000]� [TENSILE_STRAIN_AT_YIELD:0]�&lt;br /&gt;
 [TORSION_YIELD:1000000]� [TORSION_FRACTURE:2000000]� [TORSION_STRAIN_AT_YIELD:0]� [SHEAR_YIELD:1000000]� [SHEAR_FRACTURE:2000000]�&lt;br /&gt;
 [SHEAR_STRAIN_AT_YIELD:0]� [BENDING_YIELD:1000000]� [BENDING_FRACTURE:2000000]� [BENDING_STRAIN_AT_YIELD:0]� [MAX_EDGE:12000]�&lt;br /&gt;
 [SPHERE:TORTURE]�&lt;br /&gt;
&lt;br /&gt;
:Thanks for the info, I've been wondering about the various other metal types that seemed to appear randomly for a bit now... I'm seeing singing metal, searing metal, ruddy metal, twisting metal, crashing metal, shining metal, multicolored metal, bright metal, booming metal, and flowing metal in my current fortress game - they appear to be randomly generated from the descriptive word list. It would be helpful if we could get someone who knows more about the wiki structure to properly place this info into the metal page to avoid people wasting time searching for this info. (i looked through reddit, the bay12 forums, and the wiki before finding this after about 45 minutes) --[[User:Daonitre|Daonitre]] ([[User talk:Daonitre|talk]]) 20:38, 28 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
As of v0.40.14 those metals are listed in the forge in fortress mode. Is it intended? Is there a way to aquire divine metals in fortress mode? [[User:NomeQueEuLembro|NomeQueEuLembro]] ([[User talk:NomeQueEuLembro|talk]]) 01:48, 26 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Metal&amp;diff=211853</id>
		<title>DF2014 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Metal&amp;diff=211853"/>
		<updated>2014-10-26T01:45:03Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|66.177.96.41}}&lt;br /&gt;
&lt;br /&gt;
== Dark Metals, Glowing Metals, etc ==&lt;br /&gt;
&lt;br /&gt;
Dark,Glowing,Blazing,Frosty,etc. metals are procedurally generated metals generated during worldgen and are used in weapons and armor of so named &amp;quot;Vault guardians&amp;quot; which you can meet in Vaults themselves. All of these metals have tag [DIVINE] in their RAWs so I'd suggest calling them divine metals. All of these metals are technically the same with the exception of name and sphere relation, here are the raws of one of them:&lt;br /&gt;
 Ruspstrasp(   /   � inorganic_generated� [OBJECT:INORGANIC]� [INORGANIC:DIVINE_1]� [GENERATED]� [DIVINE]� [DISPLAY_COLOR:0:0:1]�&lt;br /&gt;
 [BUILD_COLOR:0:0:1]� [STATE_COLOR:ALL_SOLID:BLACK]&amp;amp; [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]( [STATE_NAME_ADJ:ALL_SOLID:searing metal]�&lt;br /&gt;
 [MATERIAL_VALUE:300]� [SPEC_HEAT:7500]� [MELTING_POINT:NONE]� [BOILING_POINT:NONE]� [ITEMS_WEAPON]� [ITEMS_WEAPON_RANGED]�&lt;br /&gt;
 [ITEMS_AMMO]� [ITEMS_DIGGER]&lt;br /&gt;
 [ITEMS_ARMOR]&lt;br /&gt;
 [ITEMS_ANVIL]� [ITEMS_HARD]&lt;br /&gt;
 [ITEMS_METAL]�&lt;br /&gt;
 [ITEMS_BARRED]� [ITEMS_SCALED]� [SOLID_DENSITY:1000]� [LIQUID_DENSITY:1000]� [MOLAR_MASS:20000]� [IMPACT_YIELD:1000000]�&lt;br /&gt;
 [IMPACT_FRACTURE:2000000]� [IMPACT_STRAIN_AT_YIELD:0]� [COMPRESSIVE_YIELD:1000000]� [COMPRESSIVE_FRACTURE:2000000]�&lt;br /&gt;
 [COMPRESSIVE_STRAIN_AT_YIELD:0]� [TENSILE_YIELD:1000000]� [TENSILE_FRACTURE:2000000]� [TENSILE_STRAIN_AT_YIELD:0]�&lt;br /&gt;
 [TORSION_YIELD:1000000]� [TORSION_FRACTURE:2000000]� [TORSION_STRAIN_AT_YIELD:0]� [SHEAR_YIELD:1000000]� [SHEAR_FRACTURE:2000000]�&lt;br /&gt;
 [SHEAR_STRAIN_AT_YIELD:0]� [BENDING_YIELD:1000000]� [BENDING_FRACTURE:2000000]� [BENDING_STRAIN_AT_YIELD:0]� [MAX_EDGE:12000]�&lt;br /&gt;
 [SPHERE:TORTURE]�&lt;br /&gt;
&lt;br /&gt;
:Thanks for the info, I've been wondering about the various other metal types that seemed to appear randomly for a bit now... I'm seeing singing metal, searing metal, ruddy metal, twisting metal, crashing metal, shining metal, multicolored metal, bright metal, booming metal, and flowing metal in my current fortress game - they appear to be randomly generated from the descriptive word list. It would be helpful if we could get someone who knows more about the wiki structure to properly place this info into the metal page to avoid people wasting time searching for this info. (i looked through reddit, the bay12 forums, and the wiki before finding this after about 45 minutes) --[[User:Daonitre|Daonitre]] ([[User talk:Daonitre|talk]]) 20:38, 28 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
As of v0.40.14 those metals are listed in the forge in fortress mode. Is it intended? Is there a way to aquire divine metals in fortress mode?&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Battle_axe&amp;diff=211110</id>
		<title>Battle axe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Battle_axe&amp;diff=211110"/>
		<updated>2014-09-17T11:11:25Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:11, 17 September 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Horseman's axe - 1475.jpg|right|thumb|200px|''[[Steel]] '''battle axes''''']]&lt;br /&gt;
A '''battle axe''' is an [[attack types|edge]] [[weapon]] that is essentially a sharp blade mounted perpendicularly on the end of a handle. Battle axes have the same range of attacks as larger [[great axe]]s, but with reduced contact area and penetration on their &amp;quot;hack&amp;quot; edged attack. &lt;br /&gt;
&lt;br /&gt;
Battle axes use and train the [[Combat skill|axedwarf]] skill. Dwarves can [[forge]] battle axes out of any weapon-grade [[metal]], though those with [[material science|superior edge properties]] are more effective. Almost all dwarves can equip battle axes, some must use two hands.&lt;br /&gt;
&lt;br /&gt;
A battle axe may also be used as a tool for [[wood cutting|chopping down trees]]. Any dwarf that performs wood cutting will pick up an axe (if one is available) and not put it down until they are either no longer assigned the Wood Cutting [[labor]] or required to pick up different [[equipment]] for a new job.  You can make use of this to arm many of your non-[[military]] dwarves with axes, although if you do designate one or more trees for wood-cutting ({{key|d}}esignate {{key|t}}rees), all those dwarves will rush out to cut them down, one per tree designated. Curiously, even blunt [[wood]]en training axes are sufficient to fell a tree; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
* Metal battle axes cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal battle axe is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine battle axe is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_AXE_BATTLE}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Battle_axe&amp;diff=211109</id>
		<title>Battle axe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Battle_axe&amp;diff=211109"/>
		<updated>2014-09-17T11:10:29Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: Fixed broken link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Horseman's axe - 1475.jpg|right|thumb|200px|''[[Steel]] '''battle axes''''']]&lt;br /&gt;
A '''battle axe''' is an [[attack types|edge]] [[weapon]] that is essentially a sharp blade mounted perpendicularly on the end of a handle. Battle axes have the same range of attacks as larger [[great axe]]s, but with reduced contact area and penetration on their &amp;quot;hack&amp;quot; edged attack. &lt;br /&gt;
&lt;br /&gt;
Battle axes use and train the [[Combat skill|axedwarf]] skill. Dwarves can [[forge]] battle axes out of any weapon-grade [[metal]], though those with [[material science|superior edge properties]] are more effective. Almost all dwarves can equip battle axes, some must use two hands.&lt;br /&gt;
&lt;br /&gt;
A battle axe may also be used as a tool for [[wood cutting|chopping down trees]]. Any dwarf that performs wood cutting will pick up an axe (if one is available) and not put it down until they are either no longer assigned the Wood Cutting [[labor]] or required to pick up different [[equipment]] for a new job.  You can make use of this to arm many of your non-[[military]] dwarves with axes, although if you do designate one or more trees for wood-cutting ({{key|d}}esignate {{key|t}}rees), all those dwarves will rush out to cut them down, one per tree designated. Curiously, even blunt [[wood]]en training axes are sufficient to fell a tree; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
* Metal battle axes cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal battle axe is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine battle axe is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_AXE_BATTLE}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_industry&amp;diff=211108</id>
		<title>Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_industry&amp;diff=211108"/>
		<updated>2014-09-17T11:05:47Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: Changed quality rating from &amp;quot;Fine&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:05, 17 September 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:WoodIndustry1.jpg|thumb|500px|Wood Industry Flowchart.]]&lt;br /&gt;
&lt;br /&gt;
The '''wood industry''' deals with the harvesting and use of [[wood]] and wood-derived products: [[ash]], [[potash]], [[pearlash]], and [[charcoal]]. Dwarves prefer to use [[stone]] or [[metal]] when possible, due to their durability and variety. Wood is weak by comparison (and usually flammable), but it is lightweight and sometimes prefered for [[bin|bins]], [[wheelbarrow|wheelbarrows]] and [[minecart|minecarts]] while being a renewable resource and sometimes the only option available for making certain items before the [[metal industry]] starts up.&lt;br /&gt;
&lt;br /&gt;
==Log Production==&lt;br /&gt;
&lt;br /&gt;
===Finding Trees===&lt;br /&gt;
Most [[biome]]s with [[soil]] on the surface have [[tree]]s growing on them. Surface trees will randomly spawn in surface soil. [[caverns#vegetation|Underground trees]] (actually forms of giant fungus) also exist in the [[caverns]] beneath the surface. Underground trees will randomly spawn in any underground muddy soil once the appropriate cavern level is breached. Some rare trees will only grow in certain biomes, or ones with a particular alignment, or underground.&lt;br /&gt;
&lt;br /&gt;
====Tree Farming====&lt;br /&gt;
[[Tree farm]]ing is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate a suitable area, ensure random dwarves and critters don't trample the saplings, and hope the trees grow. On the surface, this could involve walling off a section of forest or [[dig|digging]] to cut off a wooded area from regular contact, creating an artificial plateau or hill only accessible through some other means (like a [[bridge|draw bridge]] or a locked [[hatch]]). Underground, you'll need to breach a [[cavern]], and dig out a room in a [[soil]] layer, or muddy a rock layer with [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
Once you have located a source of trees, all you need to get started is a [[dwarf]] and a [[battle axe]]. [[designation|{{Key|d}}esignate]] the [[tree|{{Key|t}}rees]] to be chopped down, and enable the [[wood cutting]] [[labor]] on the dwarf. Provided the dwarf can reach the tree and the axe, the dwarf will go get the axe, go to the tree, and start chopping.  A dwarf with the [[Hauling#Wood_hauling|wood hauling]] labor will then haul the resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[axe]] is not relevant to [[wood cutting]] - even a wooden training axe can fell a tree.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Most [[caravan]]s will bring [[logs]], particularly if your wood supply is low.[[Trading]] for logs can save your dwarves the time and risk of harvesting their own, or supplement their production if the local area is sparse or your fortress is operating wood-intensive industries (such as [[metalcrafting]] without [[magma]]). Traders may also bring varieties of wood that your local biome cannot provide (such as [[feather tree]]). Note however that trees that only grow in evil biomes ([[glumprong]]) or below the first cavern level ([[black-cap]], [[blood thorn]], [[goblin-cap]], [[nether-cap]], [[spore tree]], [[tunnel tube]]) will never be available for trading, since no trading race lives in an evil biome or penetrates the second cavern level.&lt;br /&gt;
&lt;br /&gt;
==A Log Is A Log==&lt;br /&gt;
For the most part, all wood is effectively interchangeable - an [[oak]] log can be used to make all the same things as an [[alder]] log. However, certain woods have distinct properties (such as color and [[density]]) that may make them more aesthetically pleasing or useful in certain specific applications. Since it is not possible to specify which type of wood you want to use to build any given object, you may want to designate special [[stockpile]]s for these rare woods and link them to the necessary shop so that only your most-skilled or [[strange mood|moody]] dwarves have access to them.&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
Most logs are brown, and any [[furniture]], objects, or [[building]]s made from them will be brown as well. However, some trees will yield logs of a different color, and objects made from those logs will share that color. The following colors besides brown are available: black ([[Black-cap]]), cream ([[Feather tree]]), crimson ([[Blood thorn]]), indigo ([[Nether-cap]]), lemon ([[Fungiwood]]), purple ([[Glumprong]]), red ([[Goblin-cap]]), teal ([[Spore tree]]), violet ([[Tunnel tube]]), and white ([[Tower-cap]]).&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
Wood can catch on [[fire]], and generally should not be used around [[magma]] or [[dragon]]s. [[Nether-cap]]s, however, have a fixed temperate set just around freezing. Because of their fixed temperature, items made from nether-caps are both fire and [[magma safe]]. Fire can devastate a food stockpile filled with wooden [[barrel|barrels]], so the use of metal or nether cap barrels should be considered if fire is a concern. [[Trap component#Enormous corkscrew|Enormous corkscrews]] and [[pipe section|pipe sections]] made from nether caps are also magma safe and can be used in a magma [[screw pump|pump]] if other magma safe materials are in short supply.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
The [[weight]] of a wood log or wooden object is based on the density of the wood. The average density is ~0.575 g/cm^3, but some species have much higher or lower densities than this average. [[Feather tree]] wood is the lightest in the game, with a density of 0.1 g/cm^3, making it ideal for crafting wooden [[training weapon]]s and items that need to be moved frequently, such as [[bucket]]s, [[barrel]]s, and [[bin]]s. [[Blood thorn]] (1.25 g/cm^3) and [[glumprong]] (1.2 g/cm^3) are the densest woods in the game, and are considered more appropriate for [[ballista]] bolts or other weapons where weight influences damage.&lt;br /&gt;
&lt;br /&gt;
==Uses of Wood==&lt;br /&gt;
Wood [[logs]] may be used directly as a building material, where it is as good as [[stone]] or [[metal]] for most purposes, though generally less valuable. Logs may also be turned into various useful objects at the following workshops:&lt;br /&gt;
&lt;br /&gt;
===[[Bowyer's workshop]]===&lt;br /&gt;
Used for creating wooden [[Crossbow|crossbow]]s&lt;br /&gt;
&lt;br /&gt;
===[[Carpenter's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Furniture]] (including [[barrel]]s and [[bin]]s)&lt;br /&gt;
*Wooden [[Shield|bucklers and shields]]&lt;br /&gt;
*Wooden [[Training weapon|training weapons]]&lt;br /&gt;
*Wooden [[Weapon#Trap weapon statistics|trap components]]&lt;br /&gt;
*Wooden [[crutch]]es and [[splint]]s&lt;br /&gt;
&lt;br /&gt;
===[[Craftsdwarf's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Craft|crafts]]&lt;br /&gt;
*Wooden [[Bolt|bolts]]&lt;br /&gt;
*[[Obsidian]] Short Swords&lt;br /&gt;
&lt;br /&gt;
===[[Siege workshop]]===&lt;br /&gt;
Used for creating [[Siege engine|siege engine parts]]&lt;br /&gt;
&lt;br /&gt;
===[[Wood furnace]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*[[Ash]]&lt;br /&gt;
*[[Charcoal]]&lt;br /&gt;
&lt;br /&gt;
===[[Machinery]]===&lt;br /&gt;
Used for constructing:&lt;br /&gt;
*[[Screw pump]]&lt;br /&gt;
*[[Axle]]&lt;br /&gt;
*[[Windmill]]&lt;br /&gt;
*[[Water wheel]]&lt;br /&gt;
&lt;br /&gt;
==Wood Products and Related Industries==&lt;br /&gt;
Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the [[glass industry|glass]], [[soap]] and [[metal industry|metal]] industries.&lt;br /&gt;
&lt;br /&gt;
===Ash===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[ash]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Ash may be turned into either [[lye]] or [[potash]] at an [[ashery]].&lt;br /&gt;
&lt;br /&gt;
===Lye===&lt;br /&gt;
One bar of ash may be used to create one [[bucket]] of [[lye]] at an [[ashery]] by a dwarf with the [[wood burning]] labor enabled. This task requires an unused [[bucket]]. Lye may be combined with [[tallow]] to make [[soap]], or converted into [[potash]].&lt;br /&gt;
&lt;br /&gt;
===Potash===&lt;br /&gt;
One bar of ash or one bucket of lye may be used to create one bar of [[potash]] at an [[ashery]] by a dwarf with the [[potash maker|potash making]] labor enabled. Potash may be used as [[fertilizer]] on a [[farm plot]], or converted into [[pearlash]] at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
===Pearlash===&lt;br /&gt;
One bar of potash may be used to create one bar of [[pearlash]] at a [[kiln]] by a dwarf with the [[furnace operator]] labor enabled. This task consumes one bar of [[fuel]] as well.  Alternatively, a [[magma kiln]] can be used, in which case no fuel is required.  Pearlash is used exclusively in the [[glass industry]] for making items out of higher-value [[glass]].&lt;br /&gt;
&lt;br /&gt;
===Charcoal===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[charcoal]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Charcoal is a [[fuel]] and is used extensively in the [[metal industry]] and [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_industry&amp;diff=211107</id>
		<title>Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_industry&amp;diff=211107"/>
		<updated>2014-09-17T11:03:45Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: Fixed my own broken links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
[[Image:WoodIndustry1.jpg|thumb|500px|Wood Industry Flowchart.]]&lt;br /&gt;
&lt;br /&gt;
The '''wood industry''' deals with the harvesting and use of [[wood]] and wood-derived products: [[ash]], [[potash]], [[pearlash]], and [[charcoal]]. Dwarves prefer to use [[stone]] or [[metal]] when possible, due to their durability and variety. Wood is weak by comparison (and usually flammable), but it is lightweight and sometimes prefered for [[bin|bins]], [[wheelbarrow|wheelbarrows]] and [[minecart|minecarts]] while being a renewable resource and sometimes the only option available for making certain items before the [[metal industry]] starts up.&lt;br /&gt;
&lt;br /&gt;
==Log Production==&lt;br /&gt;
&lt;br /&gt;
===Finding Trees===&lt;br /&gt;
Most [[biome]]s with [[soil]] on the surface have [[tree]]s growing on them. Surface trees will randomly spawn in surface soil. [[caverns#vegetation|Underground trees]] (actually forms of giant fungus) also exist in the [[caverns]] beneath the surface. Underground trees will randomly spawn in any underground muddy soil once the appropriate cavern level is breached. Some rare trees will only grow in certain biomes, or ones with a particular alignment, or underground.&lt;br /&gt;
&lt;br /&gt;
====Tree Farming====&lt;br /&gt;
[[Tree farm]]ing is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate a suitable area, ensure random dwarves and critters don't trample the saplings, and hope the trees grow. On the surface, this could involve walling off a section of forest or [[dig|digging]] to cut off a wooded area from regular contact, creating an artificial plateau or hill only accessible through some other means (like a [[bridge|draw bridge]] or a locked [[hatch]]). Underground, you'll need to breach a [[cavern]], and dig out a room in a [[soil]] layer, or muddy a rock layer with [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
Once you have located a source of trees, all you need to get started is a [[dwarf]] and a [[battle axe]]. [[designation|{{Key|d}}esignate]] the [[tree|{{Key|t}}rees]] to be chopped down, and enable the [[wood cutting]] [[labor]] on the dwarf. Provided the dwarf can reach the tree and the axe, the dwarf will go get the axe, go to the tree, and start chopping.  A dwarf with the [[Hauling#Wood_hauling|wood hauling]] labor will then haul the resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[axe]] is not relevant to [[wood cutting]] - even a wooden training axe can fell a tree.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Most [[caravan]]s will bring [[logs]], particularly if your wood supply is low.[[Trading]] for logs can save your dwarves the time and risk of harvesting their own, or supplement their production if the local area is sparse or your fortress is operating wood-intensive industries (such as [[metalcrafting]] without [[magma]]). Traders may also bring varieties of wood that your local biome cannot provide (such as [[feather tree]]). Note however that trees that only grow in evil biomes ([[glumprong]]) or below the first cavern level ([[black-cap]], [[blood thorn]], [[goblin-cap]], [[nether-cap]], [[spore tree]], [[tunnel tube]]) will never be available for trading, since no trading race lives in an evil biome or penetrates the second cavern level.&lt;br /&gt;
&lt;br /&gt;
==A Log Is A Log==&lt;br /&gt;
For the most part, all wood is effectively interchangeable - an [[oak]] log can be used to make all the same things as an [[alder]] log. However, certain woods have distinct properties (such as color and [[density]]) that may make them more aesthetically pleasing or useful in certain specific applications. Since it is not possible to specify which type of wood you want to use to build any given object, you may want to designate special [[stockpile]]s for these rare woods and link them to the necessary shop so that only your most-skilled or [[strange mood|moody]] dwarves have access to them.&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
Most logs are brown, and any [[furniture]], objects, or [[building]]s made from them will be brown as well. However, some trees will yield logs of a different color, and objects made from those logs will share that color. The following colors besides brown are available: black ([[Black-cap]]), cream ([[Feather tree]]), crimson ([[Blood thorn]]), indigo ([[Nether-cap]]), lemon ([[Fungiwood]]), purple ([[Glumprong]]), red ([[Goblin-cap]]), teal ([[Spore tree]]), violet ([[Tunnel tube]]), and white ([[Tower-cap]]).&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
Wood can catch on [[fire]], and generally should not be used around [[magma]] or [[dragon]]s. [[Nether-cap]]s, however, have a fixed temperate set just around freezing. Because of their fixed temperature, items made from nether-caps are both fire and [[magma safe]]. Fire can devastate a food stockpile filled with wooden [[barrel|barrels]], so the use of metal or nether cap barrels should be considered if fire is a concern. [[Trap component#Enormous corkscrew|Enormous corkscrews]] and [[pipe section|pipe sections]] made from nether caps are also magma safe and can be used in a magma [[screw pump|pump]] if other magma safe materials are in short supply.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
The [[weight]] of a wood log or wooden object is based on the density of the wood. The average density is ~0.575 g/cm^3, but some species have much higher or lower densities than this average. [[Feather tree]] wood is the lightest in the game, with a density of 0.1 g/cm^3, making it ideal for crafting wooden [[training weapon]]s and items that need to be moved frequently, such as [[bucket]]s, [[barrel]]s, and [[bin]]s. [[Blood thorn]] (1.25 g/cm^3) and [[glumprong]] (1.2 g/cm^3) are the densest woods in the game, and are considered more appropriate for [[ballista]] bolts or other weapons where weight influences damage.&lt;br /&gt;
&lt;br /&gt;
==Uses of Wood==&lt;br /&gt;
Wood [[logs]] may be used directly as a building material, where it is as good as [[stone]] or [[metal]] for most purposes, though generally less valuable. Logs may also be turned into various useful objects at the following workshops:&lt;br /&gt;
&lt;br /&gt;
===[[Bowyer's workshop]]===&lt;br /&gt;
Used for creating wooden [[Crossbow|crossbow]]s&lt;br /&gt;
&lt;br /&gt;
===[[Carpenter's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Furniture]] (including [[barrel]]s and [[bin]]s)&lt;br /&gt;
*Wooden [[Shield|bucklers and shields]]&lt;br /&gt;
*Wooden [[Training weapon|training weapons]]&lt;br /&gt;
*Wooden [[Weapon#Trap weapon statistics|trap components]]&lt;br /&gt;
*Wooden [[crutch]]es and [[splint]]s&lt;br /&gt;
&lt;br /&gt;
===[[Craftsdwarf's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Craft|crafts]]&lt;br /&gt;
*Wooden [[Bolt|bolts]]&lt;br /&gt;
*[[Obsidian]] Short Swords&lt;br /&gt;
&lt;br /&gt;
===[[Siege workshop]]===&lt;br /&gt;
Used for creating [[Siege engine|siege engine parts]]&lt;br /&gt;
&lt;br /&gt;
===[[Wood furnace]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*[[Ash]]&lt;br /&gt;
*[[Charcoal]]&lt;br /&gt;
&lt;br /&gt;
===[[Machinery]]===&lt;br /&gt;
Used for constructing:&lt;br /&gt;
*[[Screw pump]]&lt;br /&gt;
*[[Axle]]&lt;br /&gt;
*[[Windmill]]&lt;br /&gt;
*[[Water wheel]]&lt;br /&gt;
&lt;br /&gt;
==Wood Products and Related Industries==&lt;br /&gt;
Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the [[glass industry|glass]], [[soap]] and [[metal industry|metal]] industries.&lt;br /&gt;
&lt;br /&gt;
===Ash===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[ash]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Ash may be turned into either [[lye]] or [[potash]] at an [[ashery]].&lt;br /&gt;
&lt;br /&gt;
===Lye===&lt;br /&gt;
One bar of ash may be used to create one [[bucket]] of [[lye]] at an [[ashery]] by a dwarf with the [[wood burning]] labor enabled. This task requires an unused [[bucket]]. Lye may be combined with [[tallow]] to make [[soap]], or converted into [[potash]].&lt;br /&gt;
&lt;br /&gt;
===Potash===&lt;br /&gt;
One bar of ash or one bucket of lye may be used to create one bar of [[potash]] at an [[ashery]] by a dwarf with the [[potash maker|potash making]] labor enabled. Potash may be used as [[fertilizer]] on a [[farm plot]], or converted into [[pearlash]] at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
===Pearlash===&lt;br /&gt;
One bar of potash may be used to create one bar of [[pearlash]] at a [[kiln]] by a dwarf with the [[furnace operator]] labor enabled. This task consumes one bar of [[fuel]] as well.  Alternatively, a [[magma kiln]] can be used, in which case no fuel is required.  Pearlash is used exclusively in the [[glass industry]] for making items out of higher-value [[glass]].&lt;br /&gt;
&lt;br /&gt;
===Charcoal===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[charcoal]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Charcoal is a [[fuel]] and is used extensively in the [[metal industry]] and [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_industry&amp;diff=211106</id>
		<title>Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_industry&amp;diff=211106"/>
		<updated>2014-09-17T11:02:07Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
[[Image:WoodIndustry1.jpg|thumb|500px|Wood Industry Flowchart.]]&lt;br /&gt;
&lt;br /&gt;
The '''wood industry''' deals with the harvesting and use of [[wood]] and wood-derived products: [[ash]], [[potash]], [[pearlash]], and [[charcoal]]. Dwarves prefer to use [[stone]] or [[metal]] when possible, due to their durability and variety. Wood is weak by comparison (and usually flammable), but it is lightweight and sometimes prefered for [[bins]], [[wheelbarrows]] and [[minecarts]] while being a renewable resource and sometimes the only option available for making certain items before the [[metal industry]] starts up.&lt;br /&gt;
&lt;br /&gt;
==Log Production==&lt;br /&gt;
&lt;br /&gt;
===Finding Trees===&lt;br /&gt;
Most [[biome]]s with [[soil]] on the surface have [[tree]]s growing on them. Surface trees will randomly spawn in surface soil. [[caverns#vegetation|Underground trees]] (actually forms of giant fungus) also exist in the [[caverns]] beneath the surface. Underground trees will randomly spawn in any underground muddy soil once the appropriate cavern level is breached. Some rare trees will only grow in certain biomes, or ones with a particular alignment, or underground.&lt;br /&gt;
&lt;br /&gt;
====Tree Farming====&lt;br /&gt;
[[Tree farm]]ing is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate a suitable area, ensure random dwarves and critters don't trample the saplings, and hope the trees grow. On the surface, this could involve walling off a section of forest or [[dig|digging]] to cut off a wooded area from regular contact, creating an artificial plateau or hill only accessible through some other means (like a [[bridge|draw bridge]] or a locked [[hatch]]). Underground, you'll need to breach a [[cavern]], and dig out a room in a [[soil]] layer, or muddy a rock layer with [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
Once you have located a source of trees, all you need to get started is a [[dwarf]] and a [[battle axe]]. [[designation|{{Key|d}}esignate]] the [[tree|{{Key|t}}rees]] to be chopped down, and enable the [[wood cutting]] [[labor]] on the dwarf. Provided the dwarf can reach the tree and the axe, the dwarf will go get the axe, go to the tree, and start chopping.  A dwarf with the [[Hauling#Wood_hauling|wood hauling]] labor will then haul the resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[axe]] is not relevant to [[wood cutting]] - even a wooden training axe can fell a tree.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Most [[caravan]]s will bring [[logs]], particularly if your wood supply is low.[[Trading]] for logs can save your dwarves the time and risk of harvesting their own, or supplement their production if the local area is sparse or your fortress is operating wood-intensive industries (such as [[metalcrafting]] without [[magma]]). Traders may also bring varieties of wood that your local biome cannot provide (such as [[feather tree]]). Note however that trees that only grow in evil biomes ([[glumprong]]) or below the first cavern level ([[black-cap]], [[blood thorn]], [[goblin-cap]], [[nether-cap]], [[spore tree]], [[tunnel tube]]) will never be available for trading, since no trading race lives in an evil biome or penetrates the second cavern level.&lt;br /&gt;
&lt;br /&gt;
==A Log Is A Log==&lt;br /&gt;
For the most part, all wood is effectively interchangeable - an [[oak]] log can be used to make all the same things as an [[alder]] log. However, certain woods have distinct properties (such as color and [[density]]) that may make them more aesthetically pleasing or useful in certain specific applications. Since it is not possible to specify which type of wood you want to use to build any given object, you may want to designate special [[stockpile]]s for these rare woods and link them to the necessary shop so that only your most-skilled or [[strange mood|moody]] dwarves have access to them.&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
Most logs are brown, and any [[furniture]], objects, or [[building]]s made from them will be brown as well. However, some trees will yield logs of a different color, and objects made from those logs will share that color. The following colors besides brown are available: black ([[Black-cap]]), cream ([[Feather tree]]), crimson ([[Blood thorn]]), indigo ([[Nether-cap]]), lemon ([[Fungiwood]]), purple ([[Glumprong]]), red ([[Goblin-cap]]), teal ([[Spore tree]]), violet ([[Tunnel tube]]), and white ([[Tower-cap]]).&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
Wood can catch on [[fire]], and generally should not be used around [[magma]] or [[dragon]]s. [[Nether-cap]]s, however, have a fixed temperate set just around freezing. Because of their fixed temperature, items made from nether-caps are both fire and [[magma safe]]. Fire can devastate a food stockpile filled with wooden [[barrel|barrels]], so the use of metal or nether cap barrels should be considered if fire is a concern. [[Trap component#Enormous corkscrew|Enormous corkscrews]] and [[pipe section|pipe sections]] made from nether caps are also magma safe and can be used in a magma [[screw pump|pump]] if other magma safe materials are in short supply.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
The [[weight]] of a wood log or wooden object is based on the density of the wood. The average density is ~0.575 g/cm^3, but some species have much higher or lower densities than this average. [[Feather tree]] wood is the lightest in the game, with a density of 0.1 g/cm^3, making it ideal for crafting wooden [[training weapon]]s and items that need to be moved frequently, such as [[bucket]]s, [[barrel]]s, and [[bin]]s. [[Blood thorn]] (1.25 g/cm^3) and [[glumprong]] (1.2 g/cm^3) are the densest woods in the game, and are considered more appropriate for [[ballista]] bolts or other weapons where weight influences damage.&lt;br /&gt;
&lt;br /&gt;
==Uses of Wood==&lt;br /&gt;
Wood [[logs]] may be used directly as a building material, where it is as good as [[stone]] or [[metal]] for most purposes, though generally less valuable. Logs may also be turned into various useful objects at the following workshops:&lt;br /&gt;
&lt;br /&gt;
===[[Bowyer's workshop]]===&lt;br /&gt;
Used for creating wooden [[Crossbow|crossbow]]s&lt;br /&gt;
&lt;br /&gt;
===[[Carpenter's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Furniture]] (including [[barrel]]s and [[bin]]s)&lt;br /&gt;
*Wooden [[Shield|bucklers and shields]]&lt;br /&gt;
*Wooden [[Training weapon|training weapons]]&lt;br /&gt;
*Wooden [[Weapon#Trap weapon statistics|trap components]]&lt;br /&gt;
*Wooden [[crutch]]es and [[splint]]s&lt;br /&gt;
&lt;br /&gt;
===[[Craftsdwarf's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Craft|crafts]]&lt;br /&gt;
*Wooden [[Bolt|bolts]]&lt;br /&gt;
*[[Obsidian]] Short Swords&lt;br /&gt;
&lt;br /&gt;
===[[Siege workshop]]===&lt;br /&gt;
Used for creating [[Siege engine|siege engine parts]]&lt;br /&gt;
&lt;br /&gt;
===[[Wood furnace]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*[[Ash]]&lt;br /&gt;
*[[Charcoal]]&lt;br /&gt;
&lt;br /&gt;
===[[Machinery]]===&lt;br /&gt;
Used for constructing:&lt;br /&gt;
*[[Screw pump]]&lt;br /&gt;
*[[Axle]]&lt;br /&gt;
*[[Windmill]]&lt;br /&gt;
*[[Water wheel]]&lt;br /&gt;
&lt;br /&gt;
==Wood Products and Related Industries==&lt;br /&gt;
Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the [[glass industry|glass]], [[soap]] and [[metal industry|metal]] industries.&lt;br /&gt;
&lt;br /&gt;
===Ash===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[ash]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Ash may be turned into either [[lye]] or [[potash]] at an [[ashery]].&lt;br /&gt;
&lt;br /&gt;
===Lye===&lt;br /&gt;
One bar of ash may be used to create one [[bucket]] of [[lye]] at an [[ashery]] by a dwarf with the [[wood burning]] labor enabled. This task requires an unused [[bucket]]. Lye may be combined with [[tallow]] to make [[soap]], or converted into [[potash]].&lt;br /&gt;
&lt;br /&gt;
===Potash===&lt;br /&gt;
One bar of ash or one bucket of lye may be used to create one bar of [[potash]] at an [[ashery]] by a dwarf with the [[potash maker|potash making]] labor enabled. Potash may be used as [[fertilizer]] on a [[farm plot]], or converted into [[pearlash]] at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
===Pearlash===&lt;br /&gt;
One bar of potash may be used to create one bar of [[pearlash]] at a [[kiln]] by a dwarf with the [[furnace operator]] labor enabled. This task consumes one bar of [[fuel]] as well.  Alternatively, a [[magma kiln]] can be used, in which case no fuel is required.  Pearlash is used exclusively in the [[glass industry]] for making items out of higher-value [[glass]].&lt;br /&gt;
&lt;br /&gt;
===Charcoal===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[charcoal]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Charcoal is a [[fuel]] and is used extensively in the [[metal industry]] and [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Leaves&amp;diff=208295</id>
		<title>DF2014:Leaves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Leaves&amp;diff=208295"/>
		<updated>2014-07-28T00:31:47Z</updated>

		<summary type="html">&lt;p&gt;NomeQueEuLembro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Leaves''' is a classification under the [[stocks]] menu, consisting only of [[quarry bush]] leaves; thus it is useful for seeing how backlogged your quarry bush production is, if you grow any. As of v0.40 leaves are also a integrating part of the multi-tile trees. Using the {{k|k}} menu on certain grounds may also list leaves (and fruits!) but they're still more of a placeholder.&lt;/div&gt;</summary>
		<author><name>NomeQueEuLembro</name></author>
	</entry>
</feed>