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	<updated>2026-05-27T15:15:25Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kimberlite&amp;diff=124007</id>
		<title>v0.31:Kimberlite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kimberlite&amp;diff=124007"/>
		<updated>2010-08-07T01:23:06Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: english&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Kimberlite is a type of {{L|stone}}, found as veins in {{L|layer}}s of {{L|gabbro}}.  While a basic stone itself, it is unique in that is the only stone in which {{L|gems|diamond}}s are found, and it is the only ''dark'' blue stone in the game (the only ''bright'' blue stone in the game is {{l|Cobaltite}}).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=123907</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=123907"/>
		<updated>2010-08-06T20:38:38Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: not really that dated, and whoever added this doesn't know how to wiki-format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
{{L|Frames per second|Framerate}} is used in Dwarf Fortress to measure the speed at which the game is running. To check your FPS (frames per second) in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed near the top right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==Ways to increase your framerate==&lt;br /&gt;
&lt;br /&gt;
* Decreasing the G_FPS in the init text file can drastically improve your fortress' overall FPS. Be careful however, decreasing it too much can subject you to incomprehensible graphic instabilities. G_FPS refers to the &amp;quot;maximum graphical frame refresh rate during play.&amp;quot; In other words, the maximum number of times it repaints the graphics of your game per second. Remember, with a low G_FPS, it can be dangerous during battle or when arrows are flying over your Dwarves' heads, because the screen doesn't update as often. The default is 50 G_FPS, but it's been reported that 20 G_FPS is fine. Others report being able to play at even 5 G_FPS. There is no set number, just remember to test out a variety of numbers to see which one is right for you and your computer.&lt;br /&gt;
&lt;br /&gt;
*Disabling [[Temperature]] and [[Weather]] in the init file increases speed due to fewer calculations being required.&lt;br /&gt;
&lt;br /&gt;
*Limiting the number of dwarves and other moving units (cage or butcher animals!) greatly helps keep speed up.&lt;br /&gt;
&lt;br /&gt;
*World size and fortress site size increase RAM usage and decrease speed. Check if you are happier with an embark rectangle of 3x3 or 3x2 and a medium or small world. &lt;br /&gt;
::(DF .31.12) World size probably doesn't matter at all (except for save file size), but the embark size and how many cavern layers the world has (defaults to 3).&lt;br /&gt;
&lt;br /&gt;
*Using Baughn's Accelerator program. This was written for the old 40d version before most of the recent graphics updates. It is generally reported to increase performance in both windows and WINE DF games, though there have been some reports of a blue tinge and instability arising from the accelerator. In Baughn's program, changing [PARTIAL_PRINT:NO:2] to [PARTIAL_PRINT:YES:2] often dramatically improves performance. 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 bug-testing it.&lt;br /&gt;
:: ''Obsolete as of 31.04 which introduced the 40d-graphics merge. Trying to use it will only cause DF to crash at launch.&lt;br /&gt;
&lt;br /&gt;
*Lowering the pathfinder cost for normal tiles to 1 can reduce lag created by open space but does this at the cost of being able to use high traffic options. Alternatively, you can cover the entire map with high traffic tiles and simply make everything you don't want your dwarf low or restricted.&lt;br /&gt;
&lt;br /&gt;
* Some people try to reduce the number of items in the fort by &amp;quot;atom-smashing&amp;quot; them under a bridge or donating them away to traders. Alternatively, less digging in the first place results in fewer stones and corridors in the world to consider.&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=123906</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=123906"/>
		<updated>2010-08-06T20:37:58Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: /* Lockdowns */ this entire section is just a bunch of different ways of saying &amp;quot;pathing creates momentary slowdown&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
 ''Caution: This article is dated and needs a rewrite.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
{{L|Frames per second|Framerate}} is used in Dwarf Fortress to measure the speed at which the game is running. To check your FPS (frames per second) in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed near the top right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==Ways to increase your framerate==&lt;br /&gt;
&lt;br /&gt;
* Decreasing the G_FPS in the init text file can drastically improve your fortress' overall FPS. Be careful however, decreasing it too much can subject you to incomprehensible graphic instabilities. G_FPS refers to the &amp;quot;maximum graphical frame refresh rate during play.&amp;quot; In other words, the maximum number of times it repaints the graphics of your game per second. Remember, with a low G_FPS, it can be dangerous during battle or when arrows are flying over your Dwarves' heads, because the screen doesn't update as often. The default is 50 G_FPS, but it's been reported that 20 G_FPS is fine. Others report being able to play at even 5 G_FPS. There is no set number, just remember to test out a variety of numbers to see which one is right for you and your computer.&lt;br /&gt;
&lt;br /&gt;
*Disabling [[Temperature]] and [[Weather]] in the init file increases speed due to fewer calculations being required.&lt;br /&gt;
&lt;br /&gt;
*Limiting the number of dwarves and other moving units (cage or butcher animals!) greatly helps keep speed up.&lt;br /&gt;
&lt;br /&gt;
*World size and fortress site size increase RAM usage and decrease speed. Check if you are happier with an embark rectangle of 3x3 or 3x2 and a medium or small world. &lt;br /&gt;
::(DF .31.12) World size probably doesn't matter at all (except for save file size), but the embark size and how many cavern layers the world has (defaults to 3).&lt;br /&gt;
&lt;br /&gt;
*Using Baughn's Accelerator program. This was written for the old 40d version before most of the recent graphics updates. It is generally reported to increase performance in both windows and WINE DF games, though there have been some reports of a blue tinge and instability arising from the accelerator. In Baughn's program, changing [PARTIAL_PRINT:NO:2] to [PARTIAL_PRINT:YES:2] often dramatically improves performance. 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 bug-testing it.&lt;br /&gt;
:: ''Obsolete as of 31.04 which introduced the 40d-graphics merge. Trying to use it will only cause DF to crash at launch.&lt;br /&gt;
&lt;br /&gt;
*Lowering the pathfinder cost for normal tiles to 1 can reduce lag created by open space but does this at the cost of being able to use high traffic options. Alternatively, you can cover the entire map with high traffic tiles and simply make everything you don't want your dwarf low or restricted.&lt;br /&gt;
&lt;br /&gt;
* Some people try to reduce the number of items in the fort by &amp;quot;atom-smashing&amp;quot; them under a bridge or donating them away to traders. Alternatively, less digging in the first place results in fewer stones and corridors in the world to consider.&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=123905</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=123905"/>
		<updated>2010-08-06T20:35:20Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: /* Ways to increase your framerate */ and I'm sure some think that praying to Allah or wearing their pants backwards will have an effect on framerate, too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
 ''Caution: This article is dated and needs a rewrite.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
{{L|Frames per second|Framerate}} is used in Dwarf Fortress to measure the speed at which the game is running. To check your FPS (frames per second) in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed near the top right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
==Ways to increase your framerate==&lt;br /&gt;
&lt;br /&gt;
* Decreasing the G_FPS in the init text file can drastically improve your fortress' overall FPS. Be careful however, decreasing it too much can subject you to incomprehensible graphic instabilities. G_FPS refers to the &amp;quot;maximum graphical frame refresh rate during play.&amp;quot; In other words, the maximum number of times it repaints the graphics of your game per second. Remember, with a low G_FPS, it can be dangerous during battle or when arrows are flying over your Dwarves' heads, because the screen doesn't update as often. The default is 50 G_FPS, but it's been reported that 20 G_FPS is fine. Others report being able to play at even 5 G_FPS. There is no set number, just remember to test out a variety of numbers to see which one is right for you and your computer.&lt;br /&gt;
&lt;br /&gt;
*Disabling [[Temperature]] and [[Weather]] in the init file increases speed due to fewer calculations being required.&lt;br /&gt;
&lt;br /&gt;
*Limiting the number of dwarves and other moving units (cage or butcher animals!) greatly helps keep speed up.&lt;br /&gt;
&lt;br /&gt;
*World size and fortress site size increase RAM usage and decrease speed. Check if you are happier with an embark rectangle of 3x3 or 3x2 and a medium or small world. &lt;br /&gt;
::(DF .31.12) World size probably doesn't matter at all (except for save file size), but the embark size and how many cavern layers the world has (defaults to 3).&lt;br /&gt;
&lt;br /&gt;
*Using Baughn's Accelerator program. This was written for the old 40d version before most of the recent graphics updates. It is generally reported to increase performance in both windows and WINE DF games, though there have been some reports of a blue tinge and instability arising from the accelerator. In Baughn's program, changing [PARTIAL_PRINT:NO:2] to [PARTIAL_PRINT:YES:2] often dramatically improves performance. 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 bug-testing it.&lt;br /&gt;
:: ''Obsolete as of 31.04 which introduced the 40d-graphics merge. Trying to use it will only cause DF to crash at launch.&lt;br /&gt;
&lt;br /&gt;
*Lowering the pathfinder cost for normal tiles to 1 can reduce lag created by open space but does this at the cost of being able to use high traffic options. Alternatively, you can cover the entire map with high traffic tiles and simply make everything you don't want your dwarf low or restricted.&lt;br /&gt;
&lt;br /&gt;
* Some people try to reduce the number of items in the fort by &amp;quot;atom-smashing&amp;quot; them under a bridge or donating them away to traders. Alternatively, less digging in the first place results in fewer stones and corridors in the world to consider.&lt;br /&gt;
&lt;br /&gt;
== Lockdowns ==&lt;br /&gt;
&lt;br /&gt;
*It has been reported that some people experience &amp;quot;lockdowns&amp;quot; (severe drop in fps for several seconds) when building a well. You may want to try removing yours.&lt;br /&gt;
&lt;br /&gt;
*Sometimes placing statues can also cause &amp;quot;lockdowns&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Similarly, &amp;quot;lockdowns&amp;quot; can often occur when {{L|water}} is seasonally {{L|ice|freezing}} or thawing, as it requires changing the properties of a large number of tiles at once, and thawing requires recalculation of all fluid dynamics. This is particularly problematic as many {{L|temperate|temperate zones}} experience seasonal freezing due to recent changes to {{L|weather|outside temperature ranges}}{{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Another way to get &amp;quot;lockdowns&amp;quot; is by having large bridges going up or down at the same time.&lt;br /&gt;
* (DF .31.12) Another way to get a calculation pause is by causing cave-ins by detaching built floors.&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=123827</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=123827"/>
		<updated>2010-08-05T22:02:28Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: /* Bugs */ honestly now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the {{l|Chief Medical Dwarf}}, an appointed {{l|noble}}. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite hurt animals &amp;quot;requesting&amp;quot; diagnosis in the {{l|Health screen|z-health screen}}. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis Job creation)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|hp}}) in order to handle treatments.&lt;br /&gt;
* Hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers. &lt;br /&gt;
* Build at least four containers ({{k|b}}-{{k|h}}) to store hospital supplies.&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0]&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which '''will''' kill your dwarf. Consult the {{l|soap}} page to understand that industry.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* As of {{version|0.31.06}}, Surgeons may get stuck in Surgery if they cannot lift their patient. If this happens, remove all tables and traction benches to force them to perform the surgery &amp;quot;on the spot.&amp;quot; &lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he has diagnosed them.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones require additional medical peripherals/devices to be properly treated.&lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of {{l|plaster powder}} and are used to keep broken bones in their proper place until healed. To store it in a hospital, create a stockpile with furniture/siege ammo enabled, metals allowed (is this needed?), core and total quality all allowed, material plant cloth, and boxes and bags individually selected. Gypsum plaster under &amp;quot;other stones&amp;quot; should also be selected. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.08}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets stuck in surgery or is never properly treated, you can re-injure them to get the attention of Dwarven Healthcare, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid. If he is stuck in a bed, you can sometimes remove the bed the dwarf is resting in to get him to leave the hospital.  {{verify}}&lt;br /&gt;
* People have reported mixed results with surgery. Sometimes it never completes, sometimes it just takes really long and several attempts.  Fixed in .31.07 {{bug|318}}&lt;br /&gt;
* Gypsum powder is not stored at the hospital. {{bug|194}}&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work. {{verify}}&lt;br /&gt;
* The hospital often stores more materials than are assigned. {{bug|191}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves without a depot will steal items from the caravan and store them in hospital. {{verify}}&lt;br /&gt;
* Doctors who try to apply a cast to an injured dwarf can get stuck at the water source when getting water for the cast, never being able to fill the bucket, resulting in an untreatable dwarf.&lt;br /&gt;
* For whatever reason, Dwarves will '''never, EVER''' be assigned crutches. No matter what. It doesn't matter what labors are or aren't assigned, where your crutches are or aren't kept, whether they're stored in [[containers]] {{k|b}}uilt in the hospital or in stock{{k|p}}iles placed within the hospital, whether the crutches are masterworks or just tack, or what other injuries the dwarves do or do not have. What this means, in practical gameplay terms, is that a dwarf with a broken leg will recover once the leg is set with gypsum plaster - but a dwarf with sensory nerve damage, or a missing limb, will '''remain a bed-ridden invalid for the rest of their miserable life'''. No known workaround, save for [[DF2010:Unfortunate accident|intensive manual therapy]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Captured_creatures&amp;diff=123820</id>
		<title>v0.31:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Captured_creatures&amp;diff=123820"/>
		<updated>2010-08-05T20:36:31Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: /* Other uses */ clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:55, 23 July 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can capture creatures in a variety of ways, including {{L|animal trap}}s for {{L|vermin}}, {{L|Traps#Cage_Trap|cage traps}} for wild {{L|animal}}s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment, but this is only because animals do not require food.  Caged animals have lifetimes, though, so they will die eventually.  Caged dwarves (except those in {{L|jail}}) will quickly starve, for they are never fed. The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in {{L|cage}}s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the {{L|animal trainer|animal training}} labor enabled can tame wild animals (including {{L|vermin}}) at a {{L|kennel}}. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed even off the map are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. Often cages that appear empty on the trading screen (ie, -oaken cage-) will have tame rats, squirrels or other small animals in them.  Tamed animals can act as a guard, attacking hostile creatures. &lt;br /&gt;
&lt;br /&gt;
Dragons and other {{L|megabeast}}s may also be tamed, but this requires a {{L|Dungeon master}} which is currently buggy (0.31.10).  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as {{L|pet}}s by the dwarves, and animals may also be {{L|Butchery|slaughter}}ed for food. {{L|Cage}}s and {{L|restraint}}s are also useful in {{L|meat_industry|animal husbandry}}.&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by assigning them to {{L|restraint}}s, putting them in cages, or throwing them in {{L|Activity zone#Pit/Pond|pits or ponds}}.  This can reduce {{L|lag}}, and may prevent adoption as pets (so they remain slaughterable without tantruming owners).  This will ''not'' work with {{L|cat}}s, who adopt their masters, not the other way around, and despite any physical barriers&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals may be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). Animals do not breed in cages, but an already pregnant animal will give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; Do not reassign any animal that is not tame (for example, one captured via a {{L|Traps#Cage trap|cage trap}}). If you do, the dwarf moving the animal will open the cage and then flee due to the proximity of the wild animal.&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Installed chains ({{k|b}}-{{k|v}}) and assign animals to them {{k|q}}. They'll be able to move one tile in any direction (including up/down/diagonal).&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an {{L|Activity zone#Pit/Pond|activity zone}}, designating it as pit/pond and assigning animals to it by setting its properties by pressing {{k|P}}.  Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
&lt;br /&gt;
* '''{{L|Zoo}}''' areas may be defined from a built cage via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive happy or unhappy thoughts from seeing an animal in a zoo based on their preferences.  Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment. First, use {{k|d}}-{{k|b}}-{{k|c}} and {{k|d}}-{{k|b}}-{{k|d}}to mark the entire stockpile of cages (and ''every item in the cages'' for reclaiming and then for dumping, then use {{k|k}} (for unbuilt cages) or {{k|t}} (for built cages) to view and undump the cage itself.  After you ordered the items dumped, dwarves will come and strip the items from your captives. If they do not, double-check that you've reclaimed ({{k|d}}-{{k|b}}-{{k|c}}) - all the equipment a hostile carries is {{k|f}}orbidden by default.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
* '''Silk farming''': If you are the lucky owner of a tamed {{L|giant cave spider}}, you can release disarmed enemies in a room with it, causing it to shoot significant quantities of {{L|silk}} which can then be woven into expensive cloth. Creative arrangements of doors, chains, and fortifications can allow a setup which generates a near-constant stream of silk using a single creature as bait.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=123819</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=123819"/>
		<updated>2010-08-05T19:24:07Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: /* Bugs */ Jesus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the {{l|Chief Medical Dwarf}}, an appointed {{l|noble}}. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite hurt animals &amp;quot;requesting&amp;quot; diagnosis in the {{l|Health screen|z-health screen}}. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* You must have assigned a Chief Medical Dwarf to diagnose patients. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis Job creation)&lt;br /&gt;
* Ensure your doctors have their respective healthcare labors enabled through {{k|v}}-{{k|hp}}) in order to handle treatments.&lt;br /&gt;
* Hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Be sure &amp;quot;Hospital&amp;quot; is highlighted.&lt;br /&gt;
* Place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers. &lt;br /&gt;
* Build at least four containers ({{k|b}}-{{k|h}}) to store hospital supplies.&lt;br /&gt;
* Build tables ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient [http://www.bay12forums.com/smf/index.php?topic=60231.0]&lt;br /&gt;
* Build one (or more) traction benches to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which '''will''' kill your dwarf. Consult the {{l|soap}} page to understand that industry.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* As of {{version|0.31.06}}, Surgeons may get stuck in Surgery if they cannot lift their patient. If this happens, remove all tables and traction benches to force them to perform the surgery &amp;quot;on the spot.&amp;quot; &lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment will begin until he has diagnosed them.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This helps prevent dwarves that hate bringing others food from receiving unhappy thoughts for being &amp;quot;forced&amp;quot; to.&lt;br /&gt;
* Consult the talk page where past bugs are detailed. Healthcare started out with many bugs. Some of those bugs may no longer be valid.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''. ''Fortunately,'' adamantine is not nearly as useful in DF2010 as it used to be; this would have been crippling in 40d.&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones require additional medical peripherals/devices to be properly treated.&lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of {{l|plaster powder}} and are used to keep broken bones in their proper place until healed. To store it in a hospital, create a stockpile with furniture/siege ammo enabled, metals allowed (is this needed?), core and total quality all allowed, material plant cloth, and boxes and bags individually selected. Gypsum plaster under &amp;quot;other stones&amp;quot; should also be selected. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.08}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets stuck in surgery or is never properly treated, you can re-injure them to get the attention of Dwarven Healthcare, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid. If he is stuck in a bed, you can sometimes remove the bed the dwarf is resting in to get him to leave the hospital.  {{verify}}&lt;br /&gt;
* People have reported mixed results with surgery. Sometimes it never completes, sometimes it just takes really long and several attempts.  Fixed in .31.07 {{bug|318}}&lt;br /&gt;
* Gypsum powder is not stored at the hospital. {{bug|194}}&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work. {{verify}}&lt;br /&gt;
* The hospital often stores more materials than are assigned. {{bug|191}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves without a depot will steal items from the caravan and store them in hospital. {{verify}}&lt;br /&gt;
* Doctors who try to apply a cast to an injured dwarf can get stuck at the water source when getting water for the cast, never being able to fill the bucket, resulting in an untreatable dwarf.&lt;br /&gt;
* Dwarves with injured legs (yellow or worse) will never be assigned crutches, remaining bed-ridden invalids for the rest of their miserable lives. No known workaround. {{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Currency&amp;diff=123553</id>
		<title>v0.31 Talk:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Currency&amp;diff=123553"/>
		<updated>2010-08-04T08:07:28Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: /* Coins as mandate goods */ fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Coins as mandate goods ==&lt;br /&gt;
&lt;br /&gt;
Idle thought... coins are created as stacks of 500, right?  And can be minted out of any metal, right?  So could you fulfill a (large) mandate to produce items of (rare) metals by running a single minting job?  Might just be a little exploit-ey... but if you're like me, and don't like justice being meted out...  [[User:DeMatt|DeMatt]] 22:59, 15 May 2010 (UTC)&lt;br /&gt;
:Idle thought... have you ever had a mandate for more than five of an item? [[User:One Gervase|One Gervase]] 08:05, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== For the love of god do not make coins ==&lt;br /&gt;
&lt;br /&gt;
They are terrible for a fortress.  All dwarves do is stack, move, stack, move coins all day long.&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Currency&amp;diff=123550</id>
		<title>v0.31 Talk:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Currency&amp;diff=123550"/>
		<updated>2010-08-04T08:05:32Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: /* Coins as mandate goods */ ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Coins as mandate goods ==&lt;br /&gt;
&lt;br /&gt;
Idle thought... coins are created as stacks of 500, right?  And can be minted out of any metal, right?  So could you fulfill a (large) mandate to produce items of (rare) metals by running a single minting job?  Might just be a little exploit-ey... but if you're like me, and don't like justice being meted out...  [[User:DeMatt|DeMatt]] 22:59, 15 May 2010 (UTC)&lt;br /&gt;
:Have you ever had a mandate for more than three of an item? [[User:One Gervase|One Gervase]] 08:05, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== For the love of god do not make coins ==&lt;br /&gt;
&lt;br /&gt;
They are terrible for a fortress.  All dwarves do is stack, move, stack, move coins all day long.&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chains&amp;diff=123376</id>
		<title>Chains</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chains&amp;diff=123376"/>
		<updated>2010-08-02T03:43:00Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: #R --&amp;gt; DF2010:Chain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Chain]]&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=123335</id>
		<title>v0.31:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wound&amp;diff=123335"/>
		<updated>2010-08-01T01:57:40Z</updated>

		<summary type="html">&lt;p&gt;One Gervase: add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the old injuries are back, along with a new, [[color scheme|cyan]] (bright aqua/blue) one.&lt;br /&gt;
&lt;br /&gt;
Shown default* colors:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural or functional damage without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''(* Note - the [[color]] of wounds is now editable in {{L|Init.txt}}.)''&lt;br /&gt;
&lt;br /&gt;
The new cyan &amp;quot;Function loss&amp;quot; appears to be impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, signalling failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage in the form of sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the specific dwarf's personal health screen, in addition to nervous damage information. It is unclear what, if any, effect sensory nerve damage has as of .31.12.&lt;/div&gt;</summary>
		<author><name>One Gervase</name></author>
	</entry>
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