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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OmathErius</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OmathErius"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/OmathErius"/>
	<updated>2026-07-31T11:56:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hammerhead_shark&amp;diff=109842</id>
		<title>v0.31:Hammerhead shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hammerhead_shark&amp;diff=109842"/>
		<updated>2010-05-14T14:50:48Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Added butchering data with results from arena, upped quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Hammerhead shark|symbol=S|color=6:0:0|skulls=1|skin=Yes|fat=8|meat=17|bones=None|intestines=4|spleen=1|kidney=2|heart=1|eyes=2|lung=None|liver=1|tripe=1|sweetbread=1|brain=1|nerves=Yes&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Temperate}} {{L|ocean}}&lt;br /&gt;
* {{L|Tropical}} {{L|ocean}} &lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''A large, dangerous fish, often found hunting solitarily along coastlines.''&lt;br /&gt;
&lt;br /&gt;
Yet to be implemented as a punishment in the Dwarven {{L|Justice}} system for failing to keep up with your mandates.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=109827</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=109827"/>
		<updated>2010-05-14T14:39:48Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old critera), the liason asked me to nomimate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I dont see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alligator&amp;diff=107925</id>
		<title>v0.31:Alligator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alligator&amp;diff=107925"/>
		<updated>2010-05-10T01:58:07Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Added butchering data with results from arena, fixed template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creatureInfo v0.31|name=Alligator|symbol=A|color=2:0:0|skulls=1|skin=Yes|fat=17|meat=18|bones=21|intestines=1|eyes=2|lung=2|heart=1|liver=1|tripe=1|sweetbread=1|spleen=1|kidney=2|brain=1|nerves=Yes}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
: ''A huge reptile, found in rivers and marshlands.  It is an ambush predator, solitary and territorial.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:ALLIGATOR]&lt;br /&gt;
	[DESCRIPTION:A huge reptile, found in rivers and marshlands.  It is an ambush predator, solitary and territorial.]&lt;br /&gt;
	[NAME:alligator:alligators:alligator]&lt;br /&gt;
	[CASTE_NAME:alligator:alligators:alligator]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:alligator hatchling:alligator hatchlings]&lt;br /&gt;
	[CREATURE_TILE:'A'][COLOR:2:0:0]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_BRACKISHWATER]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[PETVALUE:650]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:40000]&lt;br /&gt;
	[BODY_SIZE:1:0:200000]&lt;br /&gt;
	[BODY_SIZE:2:0:400000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:60:100]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=107893</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=107893"/>
		<updated>2010-05-10T00:26:36Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Organized usage into a list, a glass door is called a portal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Doors are a piece of {{L|furniture}} used, among other things, to control the movement of Dwarves and define the exits of {{L|room|rooms}}. A door must be built next to a wall or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of Stone, Metal, Glass, and Wood. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Keep locked''': The door can not be passed unless it is unlocked or destroyed. [[Dwarves]], animals, both wild and tame, and most [[invaders]] will all be unable to pass.&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered.&lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to levers or pressure plates to open on command.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bull_shark&amp;diff=107852</id>
		<title>v0.31:Bull shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bull_shark&amp;diff=107852"/>
		<updated>2010-05-09T19:58:04Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Filled out butchering chart with arena testing results&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Bull shark|symbol=S|color=7:0:1|skulls=1|skin=Yes|fat=8|meat=9|bones=none{{verify}}|intestines=1|kidney=2|heart=1|sweetbread=1|spleen=1|eyes=none{{verify}}|lung=none{{verify}}|liver=1|tripe=1|brain=1|nerves=Yes|biome=Tropical Ocean&lt;br /&gt;
* {{L|Tropical}} {{L|ocean}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized, aggressive, territorial fish.  It can be found in shallow oceanic waters, and has also been known to travel up large rivers.''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_BULL]&lt;br /&gt;
	[DESCRIPTION:A medium-sized, aggressive, territorial fish.  It can be found in shallow oceanic waters, and has also been known to travel up large rivers.]&lt;br /&gt;
	[NAME:bull shark:bull sharks:bull shark]&lt;br /&gt;
	[CASTE_NAME:bull shark:bull sharks:bull shark]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:bull shark pup:bull shark pups]&lt;br /&gt;
	[CREATURE_TILE:'S'][COLOR:7:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[LARGE_PREDATOR][NATURAL]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[PREFSTRING:aggressive nature]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE:GENERIC_TEETH]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:BONE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:BONE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:CARTILAGE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:5000]&lt;br /&gt;
	[BODY_SIZE:1:0:50000]&lt;br /&gt;
	[BODY_SIZE:5:0:150000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SLAP:BODYPART:BY_CATEGORY:TAIL]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:slap:slaps]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sleep&amp;diff=107317</id>
		<title>v0.31:Sleep</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sleep&amp;diff=107317"/>
		<updated>2010-05-07T20:46:49Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Added connection to drowsiness, confirmed dwarves sleep in dormitories, reworded some stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
 {{Quality|Fine}} &lt;br /&gt;
&lt;br /&gt;
Just as dwarves need [[food]] and [[drink]], dwarves will eventually become tired. This is denoted by the term '''drowsy''' or later, '''exhausted''' on the wound screen. The dwarf will also have a blinking gray arrow.&lt;br /&gt;
&lt;br /&gt;
Not all dwarves sleep at the same time, and dwarves don't sleep every day, but eventually all your dwarves will drop down. Sleeping dwarves will have their labor listed as '''sleep''', and they will be labeled '''unconscious''' on the wound screen. Dwarves receive a happy [[thought]] from sleeping in a bed, and from choosing when they sleep{{verify}}. In contrast, dwarves will receive an unhappy thought from sleeping on the floor, and from collapsing due to exhaustion.&lt;br /&gt;
&lt;br /&gt;
Sleeping will occur in any constructed bed, this includes beds which have been designated as bedrooms, dormitories, barracks, and hospitals.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ivory&amp;diff=105220</id>
		<title>v0.31:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ivory&amp;diff=105220"/>
		<updated>2010-05-07T02:48:56Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Added Warthog to the list, added quality tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
Ivory is a resource obtained from [[butchering]] certain animals at the [[butcher's shop]]. Ivory can be used to decorate crafts at the [[Craftsdwarf's Workshop]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animals Which Yield Ivory ==&lt;br /&gt;
*[[Elephant]]&lt;br /&gt;
*[[Walrus]]&lt;br /&gt;
*[[Warthog]]&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ivory&amp;diff=105219</id>
		<title>v0.31:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ivory&amp;diff=105219"/>
		<updated>2010-05-07T02:47:02Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Added actual text to the page, added list of animals which yield ivory.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ivory is a resource obtained from [[butchering]] certain animals at the [[butcher's shop]]. Ivory can be used to decorate crafts at the [[Craftsdwarf's Workshop]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animals Which Yield Ivory ==&lt;br /&gt;
*[[Elephant]]&lt;br /&gt;
*[[Walrus]]&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=99257</id>
		<title>v0.31:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=99257"/>
		<updated>2010-04-25T17:02:03Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire like its real-life counterpart, is an immensely destructive force. In-game, entities on the map which are on fire will be flashing red and yellow. In item lists, anything which is on fire will also be surrounded by exclamation marks, !!like this!!. Fire will burn anything it touches, with the exception of stones, metals, and water. &lt;br /&gt;
&lt;br /&gt;
A few ways fires can be started:&lt;br /&gt;
*[[Dragon]]s breathe fire at anything hostile they see, the fire spreads out in a conical shape, and burns anything it touches.&lt;br /&gt;
*[[Magma]] can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Alcohol]] will burst into flames if it comes into contact with existing fire.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no way to safely start (and then control) a fire. As a result, it sees limited use as anything other than a &amp;lt;s&amp;gt;fast&amp;lt;/s&amp;gt; slow, painful way to [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a [[Dwarf]]) catches on fire and then moves up or down.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=99256</id>
		<title>v0.31:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=99256"/>
		<updated>2010-04-25T17:00:51Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Fixed grammatical errors, added list of ways fire can start, upped to fine quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire like its real-life counterpart, is an immensely destructive force. In-game, entities on the map which are on fire will be flashing red and yellow. In item lists, anything on fire will be surrounded my exclamation marks, !!like this!!. Fire will burn anything it touches, with the exception of stones, metals, and water. &lt;br /&gt;
&lt;br /&gt;
A few ways fires can be started:&lt;br /&gt;
*[[Dragon]]s breathe fire at anything hostile they see, the fire spreads out in a conical shape, and burns anything it touches.&lt;br /&gt;
*[[Magma]] can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*[[Alcohol]] will burst into flames if it comes into contact with existing fire.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no way to safely start (and then control) a fire. As a result, it sees limited use as anything other than a &amp;lt;s&amp;gt;fast&amp;lt;/s&amp;gt; slow, painful way to [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a [[Dwarf]]) catches on fire and then moves up or down.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Horn&amp;diff=98469</id>
		<title>v0.31:Horn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Horn&amp;diff=98469"/>
		<updated>2010-04-24T18:26:01Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Added cow example, mentioned they can be used for decoration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
Horns are obtained by {{L|Butcher's shop|butchering}} certain animals. The most easily available of which is the [[Cow]].&lt;br /&gt;
&lt;br /&gt;
They can either be carved into {{L|crafts}}, or used to decorate existing crafts at the [[Craftsdwarf's Workshop]]. Doing so uses the {{L|bone carver}} labor.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Constructions&amp;diff=92503</id>
		<title>v0.31:Constructions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Constructions&amp;diff=92503"/>
		<updated>2010-04-14T00:28:13Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Added really basic description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
Constructions are buildings like floors, walls and [[stairs]]. They can be made of any solid material, wood stone metal or glass, and are accessed by pressing the [b]uild-[C]onstruction keys.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&amp;diff=92497</id>
		<title>v0.31:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&amp;diff=92497"/>
		<updated>2010-04-14T00:11:32Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Reworded the explanation so new players will understand.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Elven}}&lt;br /&gt;
[[Cats]] reproduce at an exponential rate unchecked. In addition, they have a trait unique to them as pets which means they adopt dwarves instead of the other way around. This means that cats can become pets and therefore evade the [[Butcher]] without your permission.&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;Catsplosion&amp;quot; refers to the absolutely ludicrous amount of cats that will appear in any fortress which isn't actively trying to prevent it. Because a large number of animals in a fortress will cause [[FPS]] to drop like a rock, this is almost always a [http://df.magmawiki.com/index.php/Fun Bad Thing].&lt;br /&gt;
&lt;br /&gt;
The similar term, &amp;quot;Thermonuclear Catsplosion&amp;quot; is much more literal, and refers to the phenomenon of cats exploding in spectacular fashion if a modder raises their [HOMEOTHERM] tag too high.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weather&amp;diff=89826</id>
		<title>v0.31:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weather&amp;diff=89826"/>
		<updated>2010-04-11T17:19:23Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Improved basic description, added information on disabling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weather refers to any type of weather effect in DF. As of this version, it will always be [[rain]]. Rain falling in concentrated areas will muddy the ground, and eventually create standing water.&lt;br /&gt;
&lt;br /&gt;
Also kills anyone it lands on in scorching climates due to a [[heat]] transfer [[bug]].&lt;br /&gt;
&lt;br /&gt;
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in the [[init]] file.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=89822</id>
		<title>v0.31:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=89822"/>
		<updated>2010-04-11T17:10:43Z</updated>

		<summary type="html">&lt;p&gt;OmathErius: Bullet pointed individual suggestions, added temperature and weather&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
*Using fewer rows appears to speed framerate (i.e. setting the minimum grid value of [GRID:80:25] in init.txt). Sadly, that's like playing through a periscope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Using Baughn's Accelerator program. This was written for the old 40d stuff before most of the recent graphics updates. It is generally reported to increase performance in both windows and WINE emulated DF games, though there have been some reports of a blue tinge and instability arising from the accelerator. See the Bay12 thread  [http://www.bay12games.com/forum/index.php?topic=51957.0 here]. Please note that this is intended solely as a stopgap until the 40d-graphics merge, so if it doesn't work, don't use it. Baughn has stated that he will not devote time to bugtesting it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Changing [PARTIAL_PRINT:NO:2] to [PARTIAL_PRINT:YES:2] often dramatically improves performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Disabling [http://df.magmawiki.com/index.php/Temperature TEMPERATURE] and [http://df.magmawiki.com/index.php/Weather WEATHER] in the init file has been shown to increase speed.&lt;/div&gt;</summary>
		<author><name>OmathErius</name></author>
	</entry>
</feed>