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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paralyzoid</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=Paralyzoid"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Paralyzoid"/>
	<updated>2026-06-12T18:19:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Prison&amp;diff=259856</id>
		<title>DF2014:Prison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Prison&amp;diff=259856"/>
		<updated>2021-12-05T05:23:22Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: redirect to cv:Jail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Jail]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Paper_industry&amp;diff=259774</id>
		<title>Paper industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Paper_industry&amp;diff=259774"/>
		<updated>2021-11-25T23:47:33Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Scrolls */ added numbers; please verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:13, 25 May 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
The '''paper industry''' deals with the creation and processing of paper [[sheet]]s, and further processing into [[quire]]s and [[scroll]]s.&lt;br /&gt;
&lt;br /&gt;
== Sheets ==&lt;br /&gt;
There are three major ways to create paper for books and scrolls - each depending on a different raw material.&lt;br /&gt;
&lt;br /&gt;
The finished sheets can be stored in their own stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Raw materials ===&lt;br /&gt;
The raw materials that can be used:&lt;br /&gt;
*[[Papyrus_sedge|Papyrus]]&lt;br /&gt;
*Animal [[skin|hide]]&lt;br /&gt;
*Cloth plants&lt;br /&gt;
**[[rope reed]]&lt;br /&gt;
**[[pig tail]]&lt;br /&gt;
**[[hemp]]&lt;br /&gt;
**[[cotton]]&lt;br /&gt;
**[[ramie]]&lt;br /&gt;
**[[flax]]&lt;br /&gt;
**[[jute]]&lt;br /&gt;
**[[kenaf]]&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
The method, workshops, and labors required to process a material into sheets depends on the type of material.&lt;br /&gt;
&lt;br /&gt;
==== Papyrus ====&lt;br /&gt;
[[Papyrus_sedge|Papyrus]] can be directly made into sheets at a [[farmer's workshop]] using the [[Papermaking]] labor.&lt;br /&gt;
&lt;br /&gt;
[[File:paper_industry_diagram.png|thumb|550px|Paper industry overview]]&lt;br /&gt;
==== Parchment ====&lt;br /&gt;
Processing [[Leather|animal hides]] is more complex; you need to produce [[quicklime]] from [[calcium carbonate]] stones at a [[kiln]], then process the [[quicklime]] to [[Milk_of_lime|milk of lime]] at an [[ashery]]. Finally, the hide and [[Milk_of_lime|milk of lime]] are used in a [[tanner's shop]] using the [[Tanner|tanning]] labor to create a parchment sheet. For each sheet of parchment, 1 hide is needed disregarding the size of the original animal.&lt;br /&gt;
&lt;br /&gt;
If the hide is from a cow, it's called &amp;quot;vellum sheet&amp;quot;, otherwise it will take on the name of the animal (i.e. pig parchment sheet, sheep parchment sheet).&lt;br /&gt;
&lt;br /&gt;
==== Plant fibers ====&lt;br /&gt;
Cloth plants are mashed to slurry with a constructed [[millstone]] or [[quern]], then pressed to a sheet in a [[screw press]]. Both processes use the [[Papermaking]] labor.&lt;br /&gt;
&lt;br /&gt;
== Finished goods ==&lt;br /&gt;
The sheets can then be further processed into finished goods.&lt;br /&gt;
=== Quires ===&lt;br /&gt;
1 sheet of paper can be crafted into 1 [[quire]] at a [[craftsdwarf's workshop]] using the [[Bookbinding]] labor.&lt;br /&gt;
=== Codices ===&lt;br /&gt;
After a [[quire]] has been filled with text it can be crafted into a [[book|codex]] at a [[craftsdwarf's workshop]] using the [[Bookbinding]] labor.  Scrolls cannot be made into codices.&lt;br /&gt;
&lt;br /&gt;
This requires 1 [[quire]], 1 [[book binding]] and 1 unused [[thread]].  Animal [[hair]] thread can be used for this purpose.&lt;br /&gt;
&lt;br /&gt;
=== Scrolls ===&lt;br /&gt;
1 sheet of paper can be combined with 1 [[Scroll_rollers|scroll roller]] at a [[craftsdwarf's workshop]] to create a [[scroll]] using the [[Bookbinding]] labor.&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Paper industry]]&lt;br /&gt;
[[Fr:Industrie du papier (paper industry)]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Totem&amp;diff=259748</id>
		<title>DF2014:Totem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Totem&amp;diff=259748"/>
		<updated>2021-11-22T09:18:24Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: specific redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Finished goods#Totems]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire&amp;diff=240916</id>
		<title>Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire&amp;diff=240916"/>
		<updated>2019-04-24T02:35:36Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Why is a tree being compared to a non-fire-safe creature?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:12, 29 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Running around on fire.gif|thumb|250px|''(click to enlarge)''&amp;lt;br /&amp;gt;'''‼'''Dwarves'''‼''' on fire (flashing red/yellow), and trailing [[smoke]].]]&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely [[fun|destructive]] force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by double exclamation marks, similarly to ‼THIS‼. Fire will burn [[grass]], [[shrub]]s, [[log]]s, [[clothes]], [[dwarves]] (and generally all creatures that are not composed of [[fire-safe]] materials), multi-tile trees, wooden [[furniture]], wooden [[building]]s and wooden [[road]]s, [[lignite]] and [[bituminous coal]] rocks, and bars of [[charcoal]] and [[coke]].  Except for dragonfire, fire won't burn rock or metal. Constructions (wall, floor, etc.) will currently never burn, no matter what.&lt;br /&gt;
&lt;br /&gt;
Despite [[fire-safe]]ty being defined as stability at a [[temperature]] of {{ct|11000}}, actual burning items rapidly heat up to 200 degrees above their ignition point (but stay slightly below that, because the surrounding air cools them a bit). Items experience rapid [[wear]]-based damage while burning, and continue to degrade until entirely destroyed.&lt;br /&gt;
&lt;br /&gt;
== Cause ==&lt;br /&gt;
&lt;br /&gt;
A fire can stem from several sources, for example:&lt;br /&gt;
*[[Dragon]]s breathe [[dragonfire]], which can set most organic things on fire and melt fire-safe stone, at anything hostile they see. The dragonfire spreads out in a conical shape and ignites anything it touches. It is not the same as regular fire.&lt;br /&gt;
*[[Fire imp]]s can throw fireballs, which may set things alight.&lt;br /&gt;
*[[Magma crab]]s can spit globs of liquid [[basalt]], which may set [[grass]] or [[cave moss]] alight, causing fires.&lt;br /&gt;
*[[Magma]] 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;
*[[Magma mist]] burns stuff just as well as magma.&lt;br /&gt;
*Some [[titan]]s, [[forgotten beast]]s, and [[demon]]s can breathe fire/throw fireballs, too.&lt;br /&gt;
*[[Fire man|Fire men]] and [[magma man|magma men]], as well as other procedurally-generated beasts composed of flame, have high fixed body temperatures, causing them to spread fires (and [[fun]]) in their path.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently difficult to safely start (and then, control) a fire. Fire is most easily started by either [[magma]] or a fire-breathing attack. An area enclosed by [[water]], metal, stone or Z-level difference can be used to start a fire, which can be used as a way of increasing [[FPS]] by removing objects or as part of a complex trap, though this may lead to [[fun]] when something comes out burning which then sets the rest of the fort on fire.  Players of modded DF can have fire-breathing (fire spell casting) [[goblin]] castes.&lt;br /&gt;
&lt;br /&gt;
== Spread ==&lt;br /&gt;
Fire will not spread across z-levels by itself. Walls with trapped passages block the fire, too. Both shrubs and trees can catch fire, and burning branches can potentially spread fires uphill. &lt;br /&gt;
&lt;br /&gt;
When aboveground, spreading fire can cause trees to collapse, and if it spreads too much, this can cause spam as the game repeatedly announces &amp;quot;Something outside has collapsed!&amp;quot; and pauses. Note that these collapses can cause holes in the ceiling of your fortress if it is directly below, so, sadly, some forest fires are best left controlled, or not started.&lt;br /&gt;
&lt;br /&gt;
== Ghosts ==&lt;br /&gt;
&lt;br /&gt;
One thing to note is that dwarves that burn to death do not leave remains, and will produce ghosts even if buried in a coffin. Be sure to engrave a memorial to all dwarves that burn to ashes, unless, of course, you ''want'' a ghost infestation.&lt;br /&gt;
&lt;br /&gt;
== Dragonfire ==&lt;br /&gt;
:''Main article: [[Dragonfire]]&lt;br /&gt;
Dragonfire is a very powerful form of fire that is capable of igniting or melting many fire-safe materials. Specifically, organic materials ignite (including [[nether-cap]]), and non-flammable stones and metals melt and boil away. Objects ignited by dragonfire burn at their standard combustion temperature - only the initial blast of dragonfire is able to destroy [[fire-safe]] materials. Dragonfire can only naturally be emitted by [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
[[Artifact|Artifacts]] constructed from a flammable base material can burn, but will not experience any [[wear]], potentially leaving them burning forever. This includes artifacts used as part of a building. If an artifact is not stored in a bin, water will extinguish it. Artifacts with a melting or boiling point can still be destroyed if the items exceed those temperatures (as a result of combustion, [[magma]], or [[dragonfire|other sources]]).&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
In recent versions of ''Dwarf Fortress'', dwarves see fire as a danger to themselves and try to avoid becoming ‼Dwarves‼. However, burning dwarves will carry out typical dwarven activities, despite the fact the dwarf is burning to death, and will spread the fiery destruction to their peers. {{verify}} This may not only kill your dwarves, but more importantly, it will also incinerate a good many useful items. Dwarves will not path through smoke reliably, so if you see a bunch of job cancellations due to pathing issues, a fiery dwarf is probably running around (or other [[fun]] is afoot).  Alternatively, sometimes the smoke on the burning dwarf's tile prevents them from pathing anywhere, forcing them to be stationary while they burn.  And don't, for Armok's sake, let the flaming dwarves anywhere near the booze. Contrary to popular belief, it doesn't ''explode'' (and never did), but it ''will'' boil away into nothing, which is always [[fun#No_Booze|fun]].&lt;br /&gt;
&lt;br /&gt;
A dwarf catching fire is not an automatic death sentence. Dwarves have been observed catching fire, then extinguishing and surviving.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ziril&lt;br /&gt;
| elvish  = inira&lt;br /&gt;
| goblin  = zedan&lt;br /&gt;
| human   = usmok&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Fire]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=239821</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=239821"/>
		<updated>2019-02-11T03:35:13Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Stress factors */ Can verify that my broker is a creep.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and &amp;quot;Over the long term, Urist McStressed has been under a great deal of stress&amp;quot; will show on the [[personality trait]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: &amp;quot;Urist McReallyStressed has become haggard and drawn due to the tremendous amounts of stresses placed upon him&amp;quot;. In the short term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long term, excessive levels of stress will lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Stress levels are given as a number,  where a negative number is good, and a positive number is bad.&lt;br /&gt;
&lt;br /&gt;
You may want to check on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]]&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high Bravery and low Stress Vulnerability. Anxiety Propensity affects the rate at which dwarves dissipate stress.&lt;br /&gt;
 &lt;br /&gt;
Being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that in many instances the same things cause different emotions. The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a start of table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with a [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with spouse, watching a [[performer|performance]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], sparring&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Committing a [[crime]] and having punishment delayed, being elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, committing a [[crime]] and having punishment delayed, being near to a [[waterfall]], being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Being elected/re-elected as a [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Being sentenced by [[justice|dwarven justice]] and having punishment reduced, having punishment delayed, being elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being elected/re-elected as [[mayor]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/drowsy for a long time, eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|giving somebody [[water]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in [[cage]], being caught in a [[evil weather|freakish weather]], being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Having a [[mandate]] ignored, considering the scarcity of cages and chains, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to a [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disillutioned|6:0}}&lt;br /&gt;
|An [[animal]] was convicted of a [[crime]] &lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in a [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a dead [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a dead [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly sleep-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a dead [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Smelling [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in a [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a dead [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Somebody's [[death]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anguish|6:1}}&lt;br /&gt;
|Experiencing a [[miscarriage]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a dead [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing [[corpse]]s of sapient creatures, being caught in a [[evil weather|freakish weather]], being haunted by a [[ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a dead child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;br /&gt;
[[ru:Stress]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Losing&amp;diff=239798</id>
		<title>Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Losing&amp;diff=239798"/>
		<updated>2019-02-10T19:50:38Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Winning */ who removed this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|16:54, 10 June 2015 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point, single goal, final Easter egg or &amp;quot;You Win!&amp;quot; announcement in ''Dwarf Fortress''.  Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring—and what fun is that? Thus, DF = losing ∧ DF = fun ⇒ losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game. ''Dwarf Fortress'' has a steep learning curve (often referred to as a &amp;quot;cliff&amp;quot;), and part of the process (and fun!) is discovering things for yourself.  However, this wiki serves as an excellent place to speed up the learning process. &lt;br /&gt;
&lt;br /&gt;
When you lose, you can always [[reclaim fortress mode|reclaim fortress]], or go visit it in [[adventurer mode]]. &lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;lose horribly&amp;lt;/s&amp;gt; test yourself, try either the [[mega construction]] or the [[Challenges]] articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|A comic depicting the contrast between ''Dwarf Fortress'' and other games, in terms of difficulty.]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Wild===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the &amp;quot;Others&amp;quot; tab to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
Outdoor [[titan]]s and other [[megabeast]]s are a later stage hazard. And that's not to mention [[Werebeast]]s, which turn any dwarves they bite into Werebeasts once a month. While this will not ''directly'' cause you to lose the game (even if every Dwarf in your fortress becomes infected), it could cause major production slowdowns every month, and if a [[Goblin]] siege coincides with a full moon, things could get very fun...&lt;br /&gt;
&lt;br /&gt;
====Underground life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to become complacent. That is not to mention that what lies [[HFS|even deeper]]...&lt;br /&gt;
&lt;br /&gt;
====Magma and its denizens====&lt;br /&gt;
[[Magma]] by itself is dangerous enough to destroy a fortress that fails to contain it properly, but magma sources are also home to [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] that can destroy buildings, kill even the most skilled soldiers, and spread [[fire|!!destruction!!]] throughout your fortress. While careful designs using [[fortification]]s, [[magma-safe]] [[floor grate]]s, and magma-safe [[bridge]]s can mitigate much of the danger, magma remains a prime source of [[fun]] even in experienced fortresses.&lt;br /&gt;
&lt;br /&gt;
====Evil Biomes====&lt;br /&gt;
Evil [[surroundings]] are more inhospitable than ever.  If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge.  Or vile weather that makes dwarves caught in it vomit to death.  Or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population.  &lt;br /&gt;
&lt;br /&gt;
When embarking on an evil biome, it's a fairly good idea to skip a [[meat industry]] of any kind.  Though meat obtained from [[butcher|butchering]] doesn't rise up, hair, skin and bones are fully capable of turning to kill you - and bringing [[hunter]]s in your party is near-suicidal.  Embarking with a [[military]] is a must, if you want to stand any chance against the zombies.  Of course, if things are ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back.  As with cavern wildlife, a row of [[cage trap]]s is a great boon to the safety of your fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Physics===&lt;br /&gt;
Sometimes jumping from a tree into a river doesn't end well for your skeleton, or you for that matter.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. You===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====Curiosity/Boredom====&lt;br /&gt;
Next time, don’t release so many [[Demon|clowns]]. That self-destruct lever was a mistake.&lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation.  As dwarves begin to starve, they will become [[hungry]], then [[starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]].&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butcher]]ing your [[domestic animal]]s, [[plant gathering|gathering plants]], [[hunting]] local wildlife, and [[cook]]ing any excess [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad (worse) is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Sometimes you just can't help but take a drink, and when you think it's safe, WHAM. Watch out for [[giant sponge]]s...&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun]], though.&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 cardinal ones as well as down, and up to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a [[civilian alert]] and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Magma doesn't rise as aggressively (via [[pressure]]) as water, and can be [[pump]]ed out with [[magma-safe]] equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
Some overseers have had luck turning around bad accidents rather quickly by using a single pillar cave-in to block off the source of the water.  This can usually be done quick enough that the water will spread, disperse and evaporate in your lower levels.  Then you can work to plan better the next time you release the waters.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) ====&lt;br /&gt;
i.e., no [[pick]]s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.&lt;br /&gt;
&lt;br /&gt;
If you have [[battle axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], but thats for those &amp;lt;s&amp;gt;filthy nature loving hippies&amp;lt;/s&amp;gt; [[elves]]&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the [[Metal#Weapon_and_armor_quality|raw material]] to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: [[Arms industry]]&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society===&lt;br /&gt;
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress. Immigrants are typically [[marriage|married]], often with [[children]] in tow, and are primed and ready to start pumping out even more babies. This means that the loss of one dwarf is likely to lead to a whole family of very unhappy dwarves, and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a [[justice]] system in place at the time of a spiral and manage to recover. If you later implement the justice system, the [[hammerer]] may kill the former tantrum-throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
====Mandates====&lt;br /&gt;
While it doesn't happen often, those [[Noble]]s' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a [[cave in]] killing your miner (If you're not paying attention!) running into HFS, or accidentally mining out a new tunnel to the surface that you don't close, letting in a horde of goblins.&lt;br /&gt;
&lt;br /&gt;
====Failure of a [[strange mood]]====&lt;br /&gt;
Any dwarf that was unable to complete a [[strange mood]] will go [[insanity|insane]]. While the insanity inevitably leads to the [[death]] of a dwarf, an insane dwarf sometimes goes [[berserk]] and poses a threat to the rest of the fortress. Quite &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; Fun if the fellow is a [[soldier]]; they may wreak havoc chopping everyone with their [[item quality|☼]][[steel]] [[battle axe]][[item quality|☼]]. Or just trigger a [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
====Supernatural Rogues====&lt;br /&gt;
There are monsters known collectively as [[night creature]]s that can potentially undo a fortress from within.  A [[werebeast]] raid can not only bring trouble if you're lacking of a military, but its cursed bite can make more of its kind from your population.  If you see a civilian survive a werebeast attack, you might be in for a surprise when he suddenly turns into a ravenous monster at the full moon and starts killing everything around him. &lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s are a much more insidious threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer.  As can be seen, this can easily lead into a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven [[ambush]]ers alike will infiltrate your map and charge into your fortress after they are discovered. They will retreat after suffering enough casualties or waiting around several seasons. Elves still arrive with caravans, and goblins can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. At least, caravans and sieges/ambushes have the amazing tendency to occur at the end of each season.&lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
[[Siege]]s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something &amp;lt;s&amp;gt;stupid&amp;lt;/s&amp;gt; funny to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandated goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. Better build indoor refuse piles away from trafficked areas. Unless an [[well|interior water supply]] was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====Hidden Fun Stuff====&lt;br /&gt;
&lt;br /&gt;
Hidden fun stuff awaits those who delve too deeply and too greedily. Due to the concentrated amounts of fun, HFS has been the downfall of many a fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Player ===&lt;br /&gt;
Mod too much and the human caravan that comes in could spontaneously combust.  Or just crash your game.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Computer===&lt;br /&gt;
Fall victim to the [[Catsplosion]] and even the mightiest computer may lose FPS to the point where the game becomes virtually un-playable. Or get too many Dwarves and pets in your fortress and the computer may crash. Problem can be solved, at least for the short term, by changing the priority of ''Dwarf Fortress'' in init.txt.&lt;br /&gt;
&lt;br /&gt;
====Have I Won Yet?====&lt;br /&gt;
Even the most well-managed of forts will eventually fall. And if they don't, then what? Once you've fended off [[goblin]]s, [[bronze colossus]]es, and [[HFS|other]] [[Giant cave spider|fun]] [[Forgotten beast|things]], what's left to challenge your mighty defenses and legendary champions?&lt;br /&gt;
&lt;br /&gt;
Eventually boredom takes its toll and you either hit abandon, or ease up on the impregnable defenses and effectively engineer your own doom.&lt;br /&gt;
&lt;br /&gt;
====The Tantrum Fizzle====&lt;br /&gt;
So your dwarves are too busy punching each other to do any work, and the casualties are mounting while the goblins just point and laugh. Think the final chapter of your fort's saga will be a short one? Don't be so sure. Sometimes a little old-fashioned anarchy is enough to cripple a fortress, but not destroy it.&lt;br /&gt;
&lt;br /&gt;
With good defenses and enough supplies, a well-managed fortress can run quite a while without any player input. And when you find this out the hard way, a few in-game months of fistfights might not be entertaining enough to offset the fact that you're not able to actually DO anything. If things don't calm down (or explode hilariously) soon enough, that &amp;quot;abandon fort&amp;quot; option will look awfully tempting...&lt;br /&gt;
&lt;br /&gt;
==The Unending Cycle==&lt;br /&gt;
After decades have passed, and you truly feel your fortress is unassailable and eternal, DF2014 now offers you the option to [[Reclaim_fortress_mode|retire]] your boring fort, giving control of it back to your enlightened nobles.  This returns it to the worldgen 'scale' of events and legends, where it can participate in the activities of your civilization.  You can visit it in Adventurer Mode, or embark right next door (if so inclined) on a new Fortress expedition.  Expand the reach, wealth and greatness of your chosen civilization(s), carving out your own legends over the eons, again and again!&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Despite the common knowledge that no one can win ''Dwarf Fortress'', this is actually false. There are numerous ways to win the game, and all are equally &amp;lt;s&amp;gt;Fun&amp;lt;/s&amp;gt; rewarding. The &amp;quot;You won the game&amp;quot; screen is in fact &amp;lt;s&amp;gt;Your fortress has crumbled to its end&amp;lt;/s&amp;gt; a well hidden easter egg.&lt;br /&gt;
&lt;br /&gt;
Here's a few ways to win at ''Dwarf Fortress'':&lt;br /&gt;
&lt;br /&gt;
*Having every single [[elf]] and [[goblin]] on the map on [[fire]]. You must set them on fire at the same time, of course.&lt;br /&gt;
&lt;br /&gt;
*Have every single dug tile filled with 7/7 [[magma]]&lt;br /&gt;
&lt;br /&gt;
*All your dwarves throwing a [[tantrum]] at the same time (note: the game doesn't register the deed if you have less than 20 dwarves)&lt;br /&gt;
&lt;br /&gt;
*Have a mandate of a [[slade]]-made item successfully completed. Alternatively, have 20 mandates of [[adamantine]]-made items completed.&lt;br /&gt;
&lt;br /&gt;
*Kill at least 100 dwarves in the space of a single [[time#breakdown|tick]]. (Hint: This is best done by [[Stupid dwarf trick#Self Destruct Lever|Self Destruct Lever]])&lt;br /&gt;
&lt;br /&gt;
*Kill all the denizens of the [[Hidden Fun Stuff]]. &amp;lt;s&amp;gt;Don't listen to the people who claim their numbers are limitless. They are ignorant.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Succeed in fully domesticating any of the following: [[carp]], [[giant sponge]], [[unicorn]], or any [[megabeast]] (cave dragons don't count)&lt;br /&gt;
&lt;br /&gt;
*Have at least 1/7 magma on every single outside tile. This creates a new victory screen with a [[Bloodline:Boatmurdered|Boatmurdered]] reference.&lt;br /&gt;
&lt;br /&gt;
*Have all of your dwarves on the topmost layer of the map.&lt;br /&gt;
&lt;br /&gt;
*Kill all those f'ing elephants.&lt;br /&gt;
&lt;br /&gt;
*Get put in the [http://www.bay12forums.com/smf/index.php?topic=41896.0 Hall of Legends].&lt;br /&gt;
&lt;br /&gt;
*Have a quarter of your dwarves (you must have at least 60) simultaneously be [[berserk]], [[vampires]], and armed with [[War hammer|war hammers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Losing]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=238824</id>
		<title>Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=238824"/>
		<updated>2018-12-27T21:24:12Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Ash is dragonfire immune.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:17, 6 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800&lt;br /&gt;
}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
:''For the tree, see [[Ash (tree)]]''&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is an intermediate good used to make [[potash]], [[lye]], or for [[Glazer|glazing]] [[ceramic industry|ceramics]]. Ash is produced by burning [[wood]] at a [[wood furnace]], and comes in [[bar]]s, stored in a [[Stockpile#Bar/Block|bar/block stockpile]] and viewable in the [[stocks]] screen under &amp;quot;bars&amp;quot;. Ash bars are a surprisingly sound structural material, usable for building [[construction]]s, [[workshop]]s and [[furnace]]s of equal parity to, say, [[granite]]. Although the precise [[material science|material properties]] of ash are unknown, it is [[fire-safe]], (somehow) [[magma-safe]], and can even resist the heat of [[dragonfire]], making it a usable material when working with intense heat.&lt;br /&gt;
&lt;br /&gt;
Procedurally generated creatures (such as [[titan]]s and [[forgotten beast]]s) may occasionally be composed of ash, though killing them will just result in a useless pile of ash for your dwarves to clean up.  A killed [[fire man]] will leave behind a usable bar of ash, though these creatures are rare.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ibruk&lt;br /&gt;
| elvish  = imeri&lt;br /&gt;
| goblin  = usmdas&lt;br /&gt;
| human   = cish&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|ASH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;br /&gt;
[[ru:Ash]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Live_training&amp;diff=238628</id>
		<title>Live training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Live_training&amp;diff=238628"/>
		<updated>2018-12-02T01:40:39Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Giant Cave Spider Armor Training Program */ Tested this in arena; GCS consistently bit armored dorf on head, then shook dorf and opened arteries until death by blood loss.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:54, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Live training''' is the process of how to attack [[creature]]s with [[military]] [[dwarves]] (and be attacked by these creatures as well) with minimal or inexistent [[wound]]s in order to train your military's [[skill]]s, if you consider [[danger room]]s as an exploit, or don't want to randomly lose [[children]] or [[pet]]s, and find [[sparring]] and military [[training]] too slow.&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this. What you must ensure first is your dwarves' safety.&lt;br /&gt;
&lt;br /&gt;
== Killing Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Just arm and armor your military, and gratuitously hunt wild [[animals]]. Note that some wild animals are more than capable of killing your dabbling [[soldier]]s, so you may want to scale the creature's threat to your dwarves' skill and equipment.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**gets you raw [[meat]], [[bone]], [[skin]], and other body parts for your animal products industry&lt;br /&gt;
**gets rid of unwanted animals in the biome&lt;br /&gt;
**possibly will get you new, more interesting animals on the map to catch&lt;br /&gt;
**very easy to set up, no special infrastructure needed&lt;br /&gt;
**slaughtering wildlife is fun&lt;br /&gt;
**trains all skills&lt;br /&gt;
**very easy to set up with [[Crossbowman|marksdwarves]]: just make your dwarves [[hunter]]s&lt;br /&gt;
**good for killing [[giant kea]]s, [[mandrill]]s, and other animals who attempt to steal your property.&lt;br /&gt;
&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**not the fastest training method&lt;br /&gt;
**possibly the most dangerous technique for dwarves&lt;br /&gt;
**can easily bring you too much meat and animal parts&lt;br /&gt;
**easily gets repetitive&lt;br /&gt;
**If training melee, dwarves spend a long time running after wildlife. [http://www.youtube.com/watch?v=ZnHmskwqCCQ Feel free to listen to this while it happens.]&lt;br /&gt;
**above-ground wildlife supply isn't infinite&lt;br /&gt;
**may generate unwanted [[hauling]] jobs&lt;br /&gt;
**requires oversight (repetitive kill orders)&lt;br /&gt;
**trains offense much more than defense&lt;br /&gt;
**smaller, &amp;quot;safer&amp;quot; animals are typically faster, and larger animals can easily smash limbs and crush torsos through armor on less skilled dwarves&lt;br /&gt;
&lt;br /&gt;
BONUS : Improve on this design by breeding wild non-[[grazer]]s in some room for your dwarves to slaughter the offspring periodically. It removes the limited wildlife problem, but still has most of the other drawbacks.&lt;br /&gt;
&lt;br /&gt;
== Beating on Enemy Prisoners (aka Away with thee, accursed Geneva Convention!) ==&lt;br /&gt;
&lt;br /&gt;
Quite a bit more efficient than the previous one, this consists of catching intelligent enemies in [[trap]]s, making sure they are unarmed but still [[armor]]ed, then sending them against your armor-clad dwarves equipped with [[training weapon]]s. You can kill them or not : see the bonus.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*decent training speed&lt;br /&gt;
*beating on goblins is fun&lt;br /&gt;
*infinite supply of enemies&lt;br /&gt;
*quite safe if executed (no pun intended) correctly.&lt;br /&gt;
*trains all skills&lt;br /&gt;
*killing sentients increases discipline&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*goblins are trained as well (although this may be a good thing: see bonus) if you don't kill them&lt;br /&gt;
*still requires enough oversight to be a bother, most especially if you don't want wounds&lt;br /&gt;
*for more [[fun]] don't remove the goblins' weapons&lt;br /&gt;
*goblins tend to die easily due to poor armor coverage, you must replace a new batch&lt;br /&gt;
*if you use [[training weapon]]s : dwarves may grow attached to them&lt;br /&gt;
*generates hauling jobs&lt;br /&gt;
*as offensive skills improve and goblin skill stays the same, dwarves tend to kill goblins far too easily, making this method less effective as your dwarves improve.&lt;br /&gt;
&lt;br /&gt;
BONUS : Don't kill goblins. Train them as well, making them increase in skill and try not to kill them. Use different batches of different goblins for differently skilled military dwarves. Make an arena design with dropping bridges and cage traps to stop the fight if it is going badly for your dwarf. While this requires a lot of oversight (possibly too much for your taste) and hauling jobs, this is a generally effective, realistic, complete and relatively quick method of training your military.&lt;br /&gt;
&lt;br /&gt;
== Bronze Colossus Dummy ==&lt;br /&gt;
&lt;br /&gt;
AKA : using a [[bronze colossus]]'s toughness and high experience gains to get good skills easily and safely. &lt;br /&gt;
&lt;br /&gt;
For marksdwarves : catch the colossus, put it in a room, fire on it. You may want to use wooden/bone bolts to not damage it further, or iron bolts if you WANT to damage it further for melee training.&lt;br /&gt;
For melee : Remove its arms and legs via falling and/or bolts, and then drop the colossus on a closed room, and send your melee dwarves on it. Remember, [[steel]] or better weapons will kill it, and that's not what you want.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*very good training speed, due to colossus giving a lot of experience&lt;br /&gt;
*generally not dangerous&lt;br /&gt;
*infinite training&lt;br /&gt;
*little oversight needed, since both sides doesn't do much damage&lt;br /&gt;
*easy to set up for marksdwarves&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*endgame only, you don't get a colossus before 80 dwarves&lt;br /&gt;
*must actually have a colossus in the world&lt;br /&gt;
*the colossus must actually attack your fortress to be captured&lt;br /&gt;
*dismembering a colossus without killing it isn't easy&lt;br /&gt;
*may be dangerous to dwarves with a low dodging skill&lt;br /&gt;
*limitation on quality material weapons =&amp;gt; dwarf may tend to favor a poor weapon&lt;br /&gt;
*trains mostly offense skills, although Dodger as well&lt;br /&gt;
*melee may be seen as an exploit&lt;br /&gt;
*the colossus will eventually be &amp;quot;pulped&amp;quot; by any attacks that are able to bypass their natural toughness&lt;br /&gt;
&lt;br /&gt;
== Undead Battle Arena ==&lt;br /&gt;
&lt;br /&gt;
Using one or several imprisoned [[necromancer]]s to train your dwarves with a controlled stream of [[undead]].&lt;br /&gt;
&lt;br /&gt;
You must first catch one or several necromancers, or use a friendly necromancer, then dump him/them in a small space (if possible 1x1) surrounded by [[window]]s or [[fortification]]s (so he can animate what is around without being murdered by a dwarf), make an animation room. You can replace the necromancer with an animating [[evil]] biome or a [[demonic fortress]], but necromancers raise undead faster and can be moved anywhere you like. As a bonus, add raising [[bridge]]s or [[floodgate]]s to block the necro's view and stop the reanimation on command.&lt;br /&gt;
&lt;br /&gt;
Then drop whatever pile of [[body parts]] you don't need and want your necromancer to animate. &lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**decent skill increases&lt;br /&gt;
**only little hauling needed&lt;br /&gt;
**use for necromancers&lt;br /&gt;
**Does not require low-quality weapons, allowing dwarves to become attached to better weapons then other methods&lt;br /&gt;
**requires little oversight&lt;br /&gt;
**trains every skill&lt;br /&gt;
**controllable training aspects : difficulty level, depending on corpse (from dropping llama [[wool]] to dropping a [[cave dragon]] corpse) and number of corpses animated&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**can be dangerous, actually danger is proportional to your oversight and difficulty level&lt;br /&gt;
**requires more stonework than most other methods&lt;br /&gt;
**requires to actually cage trap a necromancer&lt;br /&gt;
**time between two reanimations is wasted time =&amp;gt; more necromancers is better&lt;br /&gt;
&lt;br /&gt;
== Giant Cave Spider Armor Training Program ==&lt;br /&gt;
&lt;br /&gt;
Using a [[giant cave spider]]'s inability to bypass the armor of a webbed dwarf to train [[armor user]].&lt;br /&gt;
&lt;br /&gt;
First you must prepare the terrain to separate wild GCS and dwarf when the dwarf gets hungry/thirsty/drowsy/sufficient armor user skill.&lt;br /&gt;
&lt;br /&gt;
Set the training on a non-lethal pit trap consisting of a 2x2 or 3x3 retracting bridge, or a series of grates, all linked to a lever and on top of a 1z-deep pit. Fill the ground under the bridge with cage traps.&lt;br /&gt;
&lt;br /&gt;
Set a military dwarf fully armored in metal, without any weapons against a wild giant cave spider. Wild GCS webs the still-conscious dwarf, wild GCS attempts a bite to the head but fails to penetrate metal armor. Dwarf gains armor user skill. Repeat a hundred times. You may want to find a way of harvesting silk for your [[loom]]s as well.&lt;br /&gt;
&lt;br /&gt;
When you want to stop the training, pull the lever. Bridge or grates go down, dwarf and spider fall 1 z-level and get stunned, one or both get caged and separated.&lt;br /&gt;
&lt;br /&gt;
You can also try a dwarf without full armor and only a metal helm, but in that case I no longer guarantee the safety of your dwarf.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**can double as a GCS [[silk farm]]&lt;br /&gt;
**very good training rates&lt;br /&gt;
**Useful skill which normally increases slowly in combat&lt;br /&gt;
**No danger at all for both dwarf and GCS, provided you armored your dwarf well&lt;br /&gt;
**Requires only oversight each month&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**slightly exploity&lt;br /&gt;
**trains only one skill&lt;br /&gt;
**needs quite a bit of work to set up if you want to save the GCS and reuse it&lt;br /&gt;
**can't train several dwarves at once unless you have several wild GCS and several training facilities&lt;br /&gt;
&lt;br /&gt;
Note: Due to giant cave spiders latching on to your dwarves when biting them, this appears to no longer work.&lt;br /&gt;
&lt;br /&gt;
== Provoking elven sieges for fun and profit ==&lt;br /&gt;
&lt;br /&gt;
No one likes the elves. No one. Well, except when they bring exotic animals and the occasional [[sun berry]].&lt;br /&gt;
&lt;br /&gt;
So why not train your military on live elves? Obviously not with on caravans that come each year, but on their [[siege]]s!&lt;br /&gt;
&lt;br /&gt;
You must first mod your game to allow the elven [[diplomat]] to come, or start in a world where you are at war with the elves. When he comes, [[military|greet]] [[attack|him]] [[trap|properly]]. Then, [[siege|training]] [[elf|partners]] will come around eventually.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in v0.44, you can raid an elven [[forest retreat]] to initiate war. This has the advantage that if you have elven trading partners, they will continue to travel through elf [[corpse]]s to bring you their exotic animals.&lt;br /&gt;
&lt;br /&gt;
*'''Pros:'''&lt;br /&gt;
**killing elves is great fun&lt;br /&gt;
**elves pose little threat to a serious military... as long as your dwarves have shields&lt;br /&gt;
**more [[rope reed]] [[clothing]] than your fortress needs, although you may deem it not dwarven enough to wear&lt;br /&gt;
**can be made more manageable by cage [[trap]]ping all elf warriors and releasing them into your barracks&lt;br /&gt;
&lt;br /&gt;
*'''Cons:'''&lt;br /&gt;
**may generate large amounts of unwanted items (although all the wooden and cloth stuff can be used as trade &amp;quot;goods&amp;quot;)&lt;br /&gt;
**may be too [[fun]] to handle for your civilians and untrained military, [[bow]]s being still overpowered&lt;br /&gt;
**may be a danger to other caravans&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Gypsum_powder&amp;diff=237544</id>
		<title>DF2014:Gypsum powder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Gypsum_powder&amp;diff=237544"/>
		<updated>2018-09-17T00:25:29Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Made redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Gypsum plaster]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=237474</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=237474"/>
		<updated>2018-09-10T19:04:43Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Defense Strategies */ Sentence structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:08, 6 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing, green reptilian [[megabeast]]s, eventually becoming the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are a different creature than the similarly named [[cave dragon]].&lt;br /&gt;
&lt;br /&gt;
While based on the occidental dragon model, dragons do not fly nor have wings, and are not intelligent. They are immune to both [[fire]] and [[magma]]; however, they can still [[swimmer|drown]] if immersed in the latter. They frequently exhale jets of extremely hot (theoretically {{ct|50000}}, over four times the heat of magma) &amp;quot;[[dragonfire]]&amp;quot;, which can injure things that are immune to normal fire, such as the [[bronze colossus]]. Only dragons and cave dragons are naturally immune to dragonfire (although not bursts of boiling metals caused by dragonfire); however, dragonfire can be blocked by creatures equipped with [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Dragons are covetous and seek to [[Steals items|steal items]] from your fortresses to bring them back to their lairs. Dragons generally succeed in doing so on worldgen, but most of the time when they attack a player fortress they get caged, killed or succeed in burning the whole fortress down.&lt;br /&gt;
&lt;br /&gt;
Dragons are the [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons] of the megabeasts. They aren't especially durable for a megabeast, and can be slain quite easily with traps or skilled soldiers, however, their dragonfire will melt every other non-shield-using creature in the game (except for [[sponge]]s), they breathe fire over a long distance (20+ tiles) and they breathe fire often.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarf size shortly after their second birthday, are more than double a dwarf's size at about year 5, and add another dwarf's-worth in size roughly every two years after that.&lt;br /&gt;
&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*Thereafter, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s.&lt;br /&gt;
&lt;br /&gt;
Possibly the best defense is to use piercing weapons like crossbows, and especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply, ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. Being megabeasts, dragons are perpetually hostile to your military [[squad]]s and must be kept separated from your soldiers, otherwise they will kill each other on sight.{{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
&lt;br /&gt;
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will immediately be considered adults, though they will still need to progress through 1,000 years of growth to reach full size. As they are born adults, it isn't possible to create [[Animal trainer#Taming children|fully tame]] dragons without [[modding]].&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portray of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
&lt;br /&gt;
They will, in accordance to popular belief, however, burninate the countryside, the [[peasant|peasants]], and any thatched roof cottages that happen to be around.&lt;br /&gt;
&lt;br /&gt;
Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare.&lt;br /&gt;
&lt;br /&gt;
BUT contrary to popular belief, Dragonfire is in fact not actually fire, but it is in fact composed of boiling molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma.&lt;br /&gt;
&lt;br /&gt;
Dragonfire is also known to make trade depots explode.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=237465</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=237465"/>
		<updated>2018-09-10T02:40:06Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Trading */ Changed &amp;quot;giant desert scorpion&amp;quot; (removed from game) to &amp;quot;giant elephant&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|02:48, 22 April 2018 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive in late spring, bringing only [[plant]]-related and [[wood]]-related items, [[cage]]d tame animals, various types of [[clay]] and [[sand]]. During [[trade]], elves will '''not''' accept wood, wooden items or any goods [[Decoration|decorated]] with wood. This includes  ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production, however, ash-[[glaze]]d items are acceptable.  Dwarves cannot normally decorate objects with wood, but other civilizations can, so be careful with objects with decorations. Elves bring their own &amp;quot;grown&amp;quot; wooden items. Those were presumably produced without cutting down trees. Elves will accept elf-made wooden items in trade, but not wooden items made by anyone else. Be careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot. You may also steal from them or even kill/torture them without fear of repercussion: merchants will not resist if you seize their goods and will not competently fight back if attacked.&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as those are not held in dwarf-made wooden cages. They also accept ''raw'' clear glass and ''raw'' crystal glass, even though they are made using [[pearlash]]. Despite the name, petrified wood is a kind of stone and therefore acceptable. (Apparently it's okay if the tree died of natural causes a long time ago.)&lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to refuse further trade this year and leave early. Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
They have no facial hair but rarely they have at least stubble. Like [[goblin]]s, they are biologically immortal and will only die to violence and disease. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, treefondling traitors&amp;lt;/s&amp;gt; dwarves [[Preferences|like]] elves for their ''&amp;quot;&amp;quot;&amp;quot;grace&amp;quot;&amp;quot;&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
The elven diplomat will arrive approximately halfway through the first month in spring. At some point the diplomat may revisit your fortress to establish a treecutting quota.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-1.png]]&lt;br /&gt;
&lt;br /&gt;
Although the first screen lists a quota of 100 trees, accepting this offer leads to a negotiation phase where the limit may be different from 100.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-3.png]]&lt;br /&gt;
&lt;br /&gt;
If the player agrees to a treecutting meeting, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-4.png]]&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
List of what you can expect in an average elven caravan:&lt;br /&gt;
*Wooden logs: Always useful, unless you are in a forest biome and already drowning in wooden logs. Quantity depending on how many logs you have already; lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
*Fruits and various other growths from [[tree]]s. Can be made into alcohol or eaten. Good for booze variety. Elves can bring a lot of plants and fruit that are otherwise not native to your fort.&lt;br /&gt;
*Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These all are useful, though generally are easy enough to make locally.&lt;br /&gt;
*Soil types: [[sand]] in bags, various types of [[clay]]. In case you have no sand or clay, those are useful. Keep in mind they don't bring enough of either for long term, mass production.&lt;br /&gt;
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.&lt;br /&gt;
*A few aboveground tame animals in wooden cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring the animals they get from their biome, so you may be able to guess what will they bring next. For that matter, elves installed on savage tropical lands are the best. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
*Caged tame [[vermin]], which has no real use aside from putting in a [[zoo]], or if you want more cages.&lt;br /&gt;
*Rope reed or other plant cloth [[clothing]], mildly useful if you are in lack of clothing and haven't bothered setting up a clothing industry. Although you may not deem it dwarven enough to wear.&lt;br /&gt;
*Wooden [[crutch]]es and [[Health_care#Splints|splint]]s, which are pretty handy for [[health care]] if you didn't make any.&lt;br /&gt;
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or restricting yourself to wooden weapons.&lt;br /&gt;
*Craft goods, such as toys or cups. Typically, it isn't necessary to buy these since dwarves can make all that they need on their own, but elves might carry [[instrument]]s that dwarves cannot make.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussion. Otherwise they are identical to the wood that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven ''[[civilization]]'' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and animal-people, although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed those poor souls' lives, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torturing as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable. On the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment. As such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, breaking oaths, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven civilizations. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the &amp;quot;elves are stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely disliked by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. Unlike goblins, however, elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia. Because of this, elves have a reputation among the community of being all-bark-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one. If a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.&lt;br /&gt;
&lt;br /&gt;
The elves' rabid love for trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. Unlike most other fantasy settings, ''Dwarf Fortress'' elves don't really have any redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, aren't good smiths, and don't have any superhuman abilities beyond biological immortality), though most long-time players plays their antics for laughs, resulting in them essentially being the community's collective chew toys.&lt;br /&gt;
&lt;br /&gt;
Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie. That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Elven caravans do not bring cloth, seeds or booze, and rarely bring grown wooden logs.{{bug|7863}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mechanism&amp;diff=237464</id>
		<title>Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mechanism&amp;diff=237464"/>
		<updated>2018-09-10T02:36:29Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Trading */ Changed location of link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mechanisms''' {{Tile|Ç|7:1}} can be created by a dwarf with the [[mechanics]] labor. Stone mechanisms are made at a [[mechanic's workshop]] from any type of non-economic hard [[stone]]. Metal mechanisms can be made at a [[metalsmith's forge]] from 1 [[bar]] of [[metal]] and 1 bar of [[fuel]], in [[trap component|{{k|t}}rap components]]. Mechanisms at a forge can only be made with [[weapons-grade]] metals. However, using the [[work order]] to make metal mechanisms (either from the manager screen or from a mechanic workshop's [[workshop profile]]) will use a mechanic's workshop instead (with the same labor and materials), and any type of metal can be used.{{bug|9846}}&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
Building [[trap]]s, [[lever]]s, [[pressure plate]]s, and [[gear assembly|gear assemblies]] requires one mechanism. Minecart [[roller]]s can require multiple mechanisms depending on length. Linking objects to a lever or pressure plate requires two mechanisms per linked item—one for the linked object, and one for the trigger (the lever or pressure plate). The only way to recover either of these mechanisms is to deconstruct the object linked via that mechanism.&lt;br /&gt;
&lt;br /&gt;
When designating linkages, the first mechanism chosen will be attached to the building, while the second will be attached to the trigger (pressure plate or lever). This can be important when trying to minimize the use of [[magma-safe]] materials in a structure that will be exposed to high [[temperature]]s.&lt;br /&gt;
&lt;br /&gt;
Mechanics will install mechanisms. Mechanisms can be linked to objects at any distance and do not require a connection between them.&lt;br /&gt;
&lt;br /&gt;
Mechanisms for use next to or in magma ''must be'' magma-safe, otherwise they will be destroyed (whether by melting or by burning) and the object to which they are linked will deconstruct.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Mechanisms make surprisingly good [[trade]] items due to their high [[item value|base value]] of 30. In comparison to other [[craft]]s they are heavy, making them less than ideal when trading with [[elf|races]] that do not bring [[wagon]]s. Levers and gear assemblies make good room decorations, as they have a greater base value than that of [[statue]]s and [[window]]s.&lt;br /&gt;
&lt;br /&gt;
Mechanisms count as furniture. Because of this, the [[Jeweler's workshop]] job &amp;quot;encrust furniture with &amp;lt;gem&amp;gt;&amp;quot; may encrust mechanisms with gems instead of more useful furniture.&lt;br /&gt;
&lt;br /&gt;
Mechanism [[quality]] determines the skill with which the weapon is &amp;quot;swung&amp;quot; or &amp;quot;fired&amp;quot; by the weapon trap, and affects all the rolls.[http://www.bay12forums.com/smf/index.php?topic=14461.msg.msg131214#msg131214] It does not affect how quickly a trap refires or the probability of the trap jamming.&lt;br /&gt;
&lt;br /&gt;
== Quantum entanglement ==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It is unclear exactly how two (or more) mechanisms talk to each other at a distance without building direct mechanical or electronic channels between them (such as a wire), and given that the dwarves have not discovered radio technology, it is believed by some that the dwarves have actually discovered how to implement and control [[wikipedia:quantum entanglement|quantum entanglement]] on a non-quantum scale, and somehow use it for transmitting information.&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
&amp;quot;I've always wondered,&amp;quot; Lór said, &amp;quot;How do those mechanisms work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I put one here on the lever, and the other on the bridge,&amp;quot; explained Urist. &amp;quot;When someone pulls the lever, the bridge goes up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, but how? How does the one at the bridge know the lever's been pulled?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's quantum. Quantum tanglement. See how this one's all tangled with the lever? Well, the other's tangled with the bridge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What does that have to do with quantum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There's one of them, see? That's what quantum means, is one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But there's two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yah, two ones. And they're tangled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lór thought for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm not sure that's how it works.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, don't check. It might stop.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recent observational studies have given rise to new theories regarding dwarven machinery, the most notable of which being the ''Stringing [[Beard]] Theory''. Accordingly, it is asserted the dwarven beard is in fact a single long strand interwoven across the dwarf's face as if a loosely stitched thread. By plucking out this strand and tying the end to a mechanism, which resembles a sort of [[wikipedia:carabiner|carabiner]], it is believed that a dwarf is able to connect two objects by way of a long (sometimes kilometers in length) strand of beard-hair. This is done quite simply by the dwarf continually plucking more and more of its beard out as it runs from one object to the next, laying out a cable around corners, up ramps, down stairways, and through planned walls (which get built over top the strand anyways). When a lever is pulled, it pulls the string with it, which in turn actuates the object on the other side. When deconstructing a linked building, the dwarf need only give the strand a flick or two, then it reels in the dangling mechanism from wherever.&lt;br /&gt;
&lt;br /&gt;
Given the substantial density of dwarven beards, it is plausible that even a depleted beard can be replenished by the time a beard's five-tick shadow emerges.&lt;br /&gt;
&lt;br /&gt;
[[File:Assorted Biners.jpg|thumb|center|upright|Assorted Mechanisms]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bëmbul&lt;br /&gt;
| elvish  = cereÿa&lt;br /&gt;
| goblin  = amar&lt;br /&gt;
| human   = jepum&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skin&amp;diff=237463</id>
		<title>Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skin&amp;diff=237463"/>
		<updated>2018-09-10T02:30:45Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Typo in link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most [[creature]]s. Different types of creatures have different types of skin.&lt;br /&gt;
* Most mundane creatures have raw hide, which displays in-game as '''skin'''. This is the only type that can be tanned into leather.&lt;br /&gt;
* Arthropod creatures have untannable '''chitin'''. Much tougher than normal skin but also acts as the skeleton of most creatures that have it, meaning damage immediately affects structural function.&lt;br /&gt;
* Reptilian creatures and fish generally have untannable '''scales'''. Somewhat tougher than ordinary skin, slightly reducing damage from weaker sources.&lt;br /&gt;
&lt;br /&gt;
Skins are stored in a refuse stockpile (both fresh and rotten).&lt;br /&gt;
&lt;br /&gt;
== Skin uses ==&lt;br /&gt;
Raw skin can be processed at a [[tanner's shop]] by a dwarf with the [[tanning]] labor enabled in order to produce [[leather]]. Skins are automatically tanned if the &amp;quot;Auto tan&amp;quot; [[standing orders#Workshop orders|order]] is enabled. If skins are not tanned automatically, you can use your [[manager]] to automatically queue &amp;quot;Tan a Hide&amp;quot; jobs, or manually queue jobs from a tanner's shop. Scales and chitin cannot be tanned.&lt;br /&gt;
&lt;br /&gt;
== Leather ==&lt;br /&gt;
Leather is used to make low-grade [[armor]] and [[clothing]]. Leather is also used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], [[trade good|crafts]] and [[decorate|decorations]]. The process of making and using leather is part of the [[meat industry]], rather than [[Clothing industry]].&lt;br /&gt;
&lt;br /&gt;
== Modding scales to be usable in leatherworking ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
If you want to make items out of scale, add these tokens to SCALE_TEMPLATE in material_template_default.txt in game raws:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:100px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
	[LEATHER]&lt;br /&gt;
	[ITEMS_LEATHER]&lt;br /&gt;
	[BUTCHER_SPECIAL:SKIN_TANNED:NONE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will make butchering yield several sheets of the creature's scale, usable in leatherworking, instead of regular unusable scales. You can also add these tokens to CHITIN_TEMPLATE to enable the usage of chitin.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = salul&lt;br /&gt;
| elvish  = tipi&lt;br /&gt;
| goblin  = duspbu&lt;br /&gt;
| human   = lubbe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Skin]]&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skin&amp;diff=237462</id>
		<title>Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skin&amp;diff=237462"/>
		<updated>2018-09-10T02:29:46Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Mentioned standing order for auto tan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most [[creature]]s. Different types of creatures have different types of skin.&lt;br /&gt;
* Most mundane creatures have raw hide, which displays in-game as '''skin'''. This is the only type that can be tanned into leather.&lt;br /&gt;
* Arthropod creatures have untannable '''chitin'''. Much tougher than normal skin but also acts as the skeleton of most creatures that have it, meaning damage immediately affects structural function.&lt;br /&gt;
* Reptilian creatures and fish generally have untannable '''scales'''. Somewhat tougher than ordinary skin, slightly reducing damage from weaker sources.&lt;br /&gt;
&lt;br /&gt;
Skins are stored in a refuse stockpile (both fresh and rotten).&lt;br /&gt;
&lt;br /&gt;
== Skin uses ==&lt;br /&gt;
Raw skin can be processed at a [[tanner's shop]] by a dwarf with the [[tanning]] labor enabled in order to produce [[leather]]. Skins are automatically tanned if the &amp;quot;Auto tan&amp;quot; [[standing orders#workshop order|order]] is enabled. If skins are not tanned automatically, you can use your [[manager]] to automatically queue &amp;quot;Tan a Hide&amp;quot; jobs, or manually queue jobs from a tanner's shop. Scales and chitin cannot be tanned.&lt;br /&gt;
&lt;br /&gt;
== Leather ==&lt;br /&gt;
Leather is used to make low-grade [[armor]] and [[clothing]]. Leather is also used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], [[trade good|crafts]] and [[decorate|decorations]]. The process of making and using leather is part of the [[meat industry]], rather than [[Clothing industry]].&lt;br /&gt;
&lt;br /&gt;
== Modding scales to be usable in leatherworking ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
If you want to make items out of scale, add these tokens to SCALE_TEMPLATE in material_template_default.txt in game raws:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:100px; overflow:auto;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
	[LEATHER]&lt;br /&gt;
	[ITEMS_LEATHER]&lt;br /&gt;
	[BUTCHER_SPECIAL:SKIN_TANNED:NONE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will make butchering yield several sheets of the creature's scale, usable in leatherworking, instead of regular unusable scales. You can also add these tokens to CHITIN_TEMPLATE to enable the usage of chitin.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = salul&lt;br /&gt;
| elvish  = tipi&lt;br /&gt;
| goblin  = duspbu&lt;br /&gt;
| human   = lubbe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Skin]]&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wheelbarrow&amp;diff=237461</id>
		<title>Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wheelbarrow&amp;diff=237461"/>
		<updated>2018-09-10T02:15:24Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Added details about numerical size. Self calculated using the weight of a copper wheelbarrow and the size formula.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:15, 16 May 2013 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry the equivalent of a single [[stockpile]] tile, be it a single [[stone]], a bin or barrel (with its contents included), or a stray item. This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
Wheelbarrows have a [[size]] of 3000 and a capacity of 100,000, meaning that you can fit 33 wheelbarrows in a wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
[[File:De re metallica 1556-085.png|thumb|Dwarven wheelbarrows are sturdy and practical.]]&lt;br /&gt;
Each [[stockpile]] may have up to 3 wheelbarrows assigned for [[hauling]] items to that stockpile. ([[DFHack]] allows assigning more than three wheelbarrows per stockpile with &amp;lt;code&amp;gt;tweak max-wheelbarrow&amp;lt;/code&amp;gt;.) Stone stockpiles have 1 wheelbarrow automatically assigned upon designation, though any stockpile can have wheelbarrows assigned in the Set Building Tasks/Prefs ({{k|q}}) menu with the {{k|w}} hotkey. Wheelbarrows will be stored in their assigned stockpile when not in use, potentially sharing a tile with a stockpiled item. A stockpile's wheelbarrows are only used to carry items ''to'' that stockpile; they will not be used to carry items away ''from'' it. &lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows ignore the weight of the contents, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot. There's little benefit to carrying light items in a wheelbarrow, as dwarves won't load multiple items in it.  They will, however, load a single bin ''full of items'' in a wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
Wheelbarrows carry less stuff than [[minecart]]s, but do not require a track to be preconstructed, and can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
If wheelbarrows are assigned to a stockpile, dwarves will use them exclusively and cease hauling items to it with their bare hands, meaning that the number of assigned wheelbarrows is also the maximum number of active hauling jobs for said stockpile. This behaviour can save haulers for other more urgent jobs, but is sometimes inconvenient. Increasing the number of assigned wheelbarrows and adding linked stone stockpiles can allow you to pour more dwarfpower into hauling. If you set wheelbarrows at your stockpile to 0, all haulers may carry stones there, but will do it by hand, which is painfully slow work when long distances are involved.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal wheelbarrows cost '''two''' [[metal]] bars or '''six''' [[adamantine]] wafers to forge.&lt;br /&gt;
* When a metal wheelbarrow is melted down, it will return '''1.8''' metal bars for an efficiency of '''90%''', or '''1.8''' wafers for an efficiency of '''30%'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs == &lt;br /&gt;
* If a stockpile is assigned both a wheelbarrow and [[container]], dwarves will only use the wheelbarrow to move the container to the stockpile, carrying the items to be stored in the container by hand. As a workaround, a &amp;quot;feeder&amp;quot; stockpile with wheelbarrows enabled can be designated to &amp;quot;give to&amp;quot; an adjacent &amp;quot;storage&amp;quot; stockpile with containers enabled.&lt;br /&gt;
&lt;br /&gt;
* If all of a stockpile's tiles are occupied by wheelbarrows, it will stop requesting new items even though the tiles under the wheelbarrows have no stockpiled item.  Consequently, stockpiles need to have more tiles than wheelbarrows to work correctly.{{bug|8861}}&lt;br /&gt;
&lt;br /&gt;
* Items can occasionally be left inside a wheelbarrow, causing the wheelbarrow to become unusable. This can cause a stockpile to stop collecting items if all of its wheelbarrows end up in this state{{bug|6074}} You can work around this by marking the contents of the wheelbarrow for dumping.&lt;br /&gt;
&lt;br /&gt;
* Dwarves carry wheelbarrows instead of pushing them when the wheelbarrows themselves are being hauled.{{bug|6008}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
When they push an empty wheelbarrow, any dwarf walking by will jump in and demand a ride. To avoid this, the decision was made long ago that empty wheelbarrows must be carried to avoid elvish-type laziness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_WHEELBARROW}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=237460</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=237460"/>
		<updated>2018-09-10T01:23:24Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Added details about numerical size. Self calculated using the weight of a copper wheelbarrow, the 33% stat, and the size formula.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:15, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]&lt;br /&gt;
A '''minecart''' is a [[tool]] intended for [[hauling]]. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows (minecarts have a size of 4000) and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track.{{cite forum|109460/3289070}} However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart, there are several preconditions that need to be met. First of all, you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move, you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally, you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items are to be transported, you can add conditions specifying: (1) which kind of items are to be loaded and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have a [[Size|size capacity]] of 500,000, which gives them five times the capcity of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| minecarts&lt;br /&gt;
| 125&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller.{{bug|6296}} However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] (moods only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
The track and ramp must be constructed together as a Track/Ramp from the construct track menu. When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{k|b}} {{k|C}} {{k|S}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, Track Stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* In basic terms, the game checks if there is a valid path for a cart along the rails to reach the next stop in the route, and whether a dwarf ''guiding'' a cart would be able to find a path to the destination without carrying the cart.  This warning pops up if the cart can't find a valid path based upon guided carts.&lt;br /&gt;
** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. (But double-check to make sure it's fine...)&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The minecart may contain items which are not included in its current stop's desired items. Check inside the minecart using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
* The minecart may contain desired items in bins. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* This can be caused by using a Track Stop with autodumping enabled at a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart towards the connected floor tile, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. If it enters from the right then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this impulse elevator, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As tracks are constructions or tile features, [[door]]s and other furniture can be built on them. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.{{cite forum|109460/3377228}} Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scenes ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.{{cite forum|137557/5145499}} (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
&lt;br /&gt;
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
&lt;br /&gt;
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
&lt;br /&gt;
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
&lt;br /&gt;
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
&lt;br /&gt;
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
&lt;br /&gt;
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
&lt;br /&gt;
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
&lt;br /&gt;
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
&lt;br /&gt;
Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently, (that is, not guided,) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
&lt;br /&gt;
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts that are traveling at derail velocity will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]], [[garbage disposal]]s, [[Water_wheel#Micro_Water_Reactor|water reactors]], and [[portable drain]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely.{{bug|10104}} Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*If a minecart travelling at high speed hits a wall, it and its contents may go through the wall, or even end up embedded in it.{{bug|5996}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=237414</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=237414"/>
		<updated>2018-09-04T02:23:46Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Chopping down trees */ Added minor detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[caverns]]. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in Dwarf Fortress also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at [[embark]].&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1x1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap'''&lt;br /&gt;
consisting of ramps that can be walked up on.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo{{k|k}}ing at the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at [[still]]. Cutting a tree with fruit causes the fruits to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variation between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Plant collection|plant gathering zone]]. [[Elf|Elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
From the time a sapling appears, it takes about 3 years for a tree to grow. From that point on, trees grow only once every 10 years, as defined by the TRUNK_PERIOD tag. Currently all trees share the same 10 year value for trunk growth. Presumably this will be changed in the future to reflect accurate growth rates for different species. Given this disparity in grow times, it's far more efficient to cut down trees as they grow rather than attempting to let them grow to a larger/full size. Growing a full-sized tree will take around 80 years; well beyond the lifespan of most forts.&lt;br /&gt;
&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot;([http://www.bay12games.com/dwarves/dev.html as of yet]); even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]], subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one tile long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Standard Trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees defined in the file plant_standard.txt. Before v40.0.1, trees were a single-tile feature. Since then, they were heavily redesigned and became multi-tiled. They also now produce growths, some of which can be eaten or cooked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} acorn&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Wet Cavern/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Wet Cavern/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Wet Cavern/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Cavern/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} down&lt;br /&gt;
  |grow2={{tile|%|7:1}} egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} burr&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
&lt;br /&gt;
== New Trees ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;New trees&amp;quot; are defined in the file plant_new_trees.txt. Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves tend to get stuck in trees {{bug|9252}}. Constructing an access stairway or chopping down the tree can free stranded dwarves.&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined(which has the potential for lots of fun). {{bug|8469}} &lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=237413</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=237413"/>
		<updated>2018-09-04T02:21:11Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Growths */ Fixed comma splice and changed &amp;quot;fort mode&amp;quot; to &amp;quot;fortress mode&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[caverns]]. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in Dwarf Fortress also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the embark site is determined by its [[biome]], so it's displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at [[embark]].&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1x1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2x2 and 3x3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap'''&lt;br /&gt;
consisting of ramps that can be walked up on.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e. they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one unsurprisingly being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and loo{{k|k}}ing at the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it's possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at [[still]]. Cutting a tree with fruit causes the fruits to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it's impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed).&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variation between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Plant collection|plant gathering zone]]. [[Elf|Elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
From the time a sapling appears, it takes about 3 years for a tree to grow. From that point on, trees grow only once every 10 years, as defined by the TRUNK_PERIOD tag. Currently all trees share the same 10 year value for trunk growth. Presumably this will be changed in the future to reflect accurate growth rates for different species. Given this disparity in grow times, it's far more efficient to cut down trees as they grow rather than attempting to let them grow to a larger/full size. Growing a full-sized tree will take around 80 years; well beyond the lifespan of most forts.&lt;br /&gt;
&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings can be killed by heavy [[traffic|foot traffic]], but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone. Additionally, saplings on soil cavern floors will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot;([http://www.bay12games.com/dwarves/dev.html as of yet]); even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this. It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the [[caverns]], subterranean flora (including trees) will begin to grow on any exposed and previously bare soil within your fortress; this can be annoying when a copse of blood thorns suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean tree farms full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one tile long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Standard Trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees defined in the file plant_standard.txt. Before v40.0.1, trees were a single-tile feature. Since then, they were heavily redesigned and became multi-tiled. They also now produce growths, some of which can be eaten or cooked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} acorn&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Wet Cavern/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Wet Cavern/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Wet Cavern/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Wet Cavern/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Cavern/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} down&lt;br /&gt;
  |grow2={{tile|%|7:1}} egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} burr&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
&lt;br /&gt;
== New Trees ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;New trees&amp;quot; are defined in the file plant_new_trees.txt. Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves tend to get stuck in trees {{bug|9252}}. Constructing an access stairway or chopping down the tree can free stranded dwarves.&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined(which has the potential for lots of fun). {{bug|8469}} &lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=237157</id>
		<title>Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=237157"/>
		<updated>2018-08-21T00:15:21Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Added reagents.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:38, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{furniture&lt;br /&gt;
|name  = Animal trap&lt;br /&gt;
|tile  = ⌂&lt;br /&gt;
|col   = 6:0:0&lt;br /&gt;
|wood  = yes&lt;br /&gt;
|metal = yes&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- needs more infobox info --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An '''animal trap''' is a [[furniture]] used to catch live [[vermin]]. They are created at a [[carpenter's workshop]] with 1 log or a [[metalsmith's forge]] (in the Furniture menu) with 1 bar by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[metal]]. Animal traps are unrelated to other [[trap]]s. To capture [[creature]]-sized animals, a [[cage]] is required.&lt;br /&gt;
&lt;br /&gt;
Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its settings and {{k|b}}lock all items, then {{k|j}} to enable empty animal traps.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
To catch vermin on land, order the task &amp;quot;Capture a Live Land Animal&amp;quot; from a [[kennel]] or [[butcher's shop]] ({{k|q}}-{{k|a}}). A trapper will grab an available animal trap and begin to pursue and capture wild vermin. To [[captured live fish|catch vermin in water]], order the task &amp;quot;Capture a Live Fish&amp;quot; from a [[fishery]] ({{k|q}}-{{k|f}}). A [[fisherdwarf]] will then take a trap and capture an aquatic vermin from a [[activity zone#Fishing zone|fishing zone]] (that has available fish to catch). You may want to put the task in high priority so that fisherdwarves will prioritize the task over regular fishing.&lt;br /&gt;
&lt;br /&gt;
Animal traps can also be [[building|built]] on a tile by going to the {{k|b}}uild menu and pressing {{k|m}}. After the trap is placed, it must be baited with [[fish]], [[meat]], or a [[large gem]] (large gems are useless at the moment). Press {{k|q}} and hover over a placed trap to select its bait type. Press {{k|z}} to deselect the bait. When a bait is selected, trapper will automatically go and bait the trap (you cannot remove the bait afterwards). A baited animal trap flashes between the trap and bait symbols. When it successfully captures (or fails to capture) a vermin, the game will pause and make an [[announcement]]. A trap with caught vermin will automatically be slated for removal, and subsequently be hauled back to a stockpile.&lt;br /&gt;
&lt;br /&gt;
Make sure to build the trap at an area with available vermin, otherwise the trap will be unable to capture anything. If the bait is left for too long, it will begin to [[rot]], and the building must be removed to prevent miasma.&lt;br /&gt;
&lt;br /&gt;
The main advantage of building an animal trap over using a kennel or butcher's shop is the ability to specify the location or [[biome]]. It also allows trappers to perform other tasks while the trap is set up. The disadvantage is that built traps require bait to function, and you cannot set baited traps underwater to capture aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
When a vermin is caught, the trap containing the vermin will be brought to an animal stockpile which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled. A caught vermin is treated as if it were an item. Marking it for dumping will send it to a nearby [[garbage dump]], and once dumped will disappear back to the wild. Caught vermin are viewable in the animal [[status]] screen. To tame one, go to a kennel and select {{k|t}}. A dwarf with [[animal training]] enabled will take a trap containing an untamed vermin to the kennel and train it with food. After taming it, a dwarf will haul the animal trap containing the now-tamed vermin back to an animal stockpile.&lt;br /&gt;
&lt;br /&gt;
You can remove a vermin from the trap (thus freeing the trap for reuse) by assigning it to an installed [[cage]]. For [[hateable]] vermin, it is recommended to have an installed cage in a far away place to reduce the chance of passing dwarves getting unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
Vermin with {{token|GNAWER|c}} can break free from wooden animal traps. This does not destroy the trap. The game pauses and makes an announcement whenever this happens; if it occurs too often, it is better off getting rid of wooden traps and replacing them with metal ones.&lt;br /&gt;
&lt;br /&gt;
==Success chance==&lt;br /&gt;
There is a chance that a baited animal trap may be robbed, and the trap will need to be rebaited by a trapper. The [[item quality]] affects the success chance of catching a vermin. To compare, a normal trap has a 50% of failing, while masterwork traps will never fail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality !! Success chance&lt;br /&gt;
|-&lt;br /&gt;
| (none) || 50%&lt;br /&gt;
|-&lt;br /&gt;
| -Well-crafted- || 60%&lt;br /&gt;
|-&lt;br /&gt;
| +Finely-crafted+ || 75%&lt;br /&gt;
|-&lt;br /&gt;
| *Superior quality* || 85%&lt;br /&gt;
|-&lt;br /&gt;
| ≡Exceptional≡ || 95%&lt;br /&gt;
|-&lt;br /&gt;
| ☼Masterful☼ || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Terrarium]] and aquarium – used to put vermin on display. Aquariums are used to store aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = emär ïggal&lt;br /&gt;
| elvish  = fela abola&lt;br /&gt;
| goblin  = slulasp stoslo&lt;br /&gt;
| human   = dik losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=236890</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=236890"/>
		<updated>2018-08-04T08:58:39Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Changed quality rating from &amp;quot;Exceptional&amp;quot; to &amp;quot;Masterwork&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:58, 4 August 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For making clothes, see [[Textile industry]]''&lt;br /&gt;
:''For clothing coverage, see [[Armor#Types of Protection]]''&lt;br /&gt;
&lt;br /&gt;
'''Clothes''' are items made out of [[cloth]] or [[leather]] which are worn by sentient [[creature]]s to protect them from the elements, from damage, and to cover themselves.  Articles of clothing work similarly to [[armor]], but are distinguished by the fact that they are ''owned'' by your dwarves, and [[wear|wear out]] over time.  Technically, clothing is simply [[armor]] with an armor level of 0.  In particular, boots (low or high) are armor, and not clothing.&lt;br /&gt;
&lt;br /&gt;
In theory, clothing provides less protection against attacks than &amp;quot;real&amp;quot; armor, but some players claim that leather cloaks and hoods offer significant protection from attacks.  Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts and artifact glass serrated disks could not pierce [[goblin]] clothes.&lt;br /&gt;
&lt;br /&gt;
Currently clothing provides no protection from cold environments, but adult dwarves get bad [[thought]]s if they are naked, or wearing tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim and wear clothing automatically. Dwarves may incur several different clothing-related bad thoughts from:&lt;br /&gt;
* Total nudity&lt;br /&gt;
* Missing upper body covering (shirt, vest, dress, robe, cloak, or coat)&lt;br /&gt;
* Missing lower body covering (trousers or skirts)&lt;br /&gt;
* Missing footwear (shoes, sandals, or socks)&lt;br /&gt;
* Wearing [[wear|tattered]] clothing (items with &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot; wear, but not &amp;quot;x&amp;quot; wear)&lt;br /&gt;
&lt;br /&gt;
Clothing rots away while worn. Dwarves will replace degraded clothing themselves, if appropriate clothing is available in the fortress. [http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post]&lt;br /&gt;
&lt;br /&gt;
Clothing thoughts are quite strong, and they stack with each other. [[Tantrum spiral]]s are likely unless you produce sufficient footwear, upper-, and lower-body-covering items.  Thankfully, [[armor]] can also prevent most negative thoughts, making a citizen-militia somewhat more advantageous.&lt;br /&gt;
&lt;br /&gt;
A particular benefit of footwear is keeping your dwarves from stepping barefoot in the [[syndrome|poisonous]] blood left by some [[forgotten beast]]s.&lt;br /&gt;
&lt;br /&gt;
Clothes are considered [[finished goods]], and may be stored in [[bin]]s.  Dwarves will store their personal clothing in their rooms, either directly on the floor, or in [[cabinet]]s. Dwarves will rarely relinquish their tattered clothing, instead accumulating a large collection of worn clothes in their rooms.&lt;br /&gt;
&lt;br /&gt;
Dye cannot be applied to clothing.  In order to make dyed clothes, it is necessary to dye the cloth used to make clothes first.  It is also possible to dye the thread used to make the cloth used to make the clothes.&lt;br /&gt;
&lt;br /&gt;
While in a (non-refuse) stockpile (or a dwarf's personal quarters), clothing will degrade very slowly (one [[wear]] level per century, automatically corrected to one wear level per 20 years by [[DFHack]]), but as soon as a dwarf puts on an item of clothing it begins to degrade much more quickly. Clothing that is owned but which is not being worn and not in a dwarf's quarters will eventually revert to unowned status, eligible to be picked up by some desperate, rag-clad (or unclad) boor.  Clothing which is in a [[stockpile#Refuse|refuse stockpile]] degrades very quickly, which helps lower the number of in-game items by destroying old clothing that won't see further use; one way to take advantage of this is designating a [[Activity_zone#Garbage_Dump|garbage dump activity zone]] over a refuse stockpile, and then marking all the discarded clothing for dumping.&lt;br /&gt;
&lt;br /&gt;
Because of the multiple [[quality]] modifiers that apply to finished clothing, clothes can be quite useful as a [[trade good]]. Even tattered clothing can fetch a fair price, and your dwarves will ensure there is no shortage of supply. To maximize [[value]], use a custom stockpile to collect high-quality [[dye]]d cloth and link it to a [[clothier's workshop]] producing dresses or robes.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures. The acceptable range is between ±1/7th of the creature's size. [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526 FotF Reply] For dwarves, this applies to clothes and armor worn by [[human]]s and [[troll]]s (which will appear to be &amp;quot;'''large'''&amp;quot;(*) as well as [[kobold]]s (which will appear to be &amp;quot;'''small'''&amp;quot;); [[goblin]]s and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).&lt;br /&gt;
&lt;br /&gt;
Any clothing/armor that isn't ''small'' or ''large'' is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.&lt;br /&gt;
&lt;br /&gt;
:''(*) With one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  (There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is unambiguous.)''&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
As of version 0.42.01, your dwarves can create clothing and armor in any size to accommodate the needs of non-dwarf fortress residents. To do so, request the clothing or armor to be made from their respective workshops as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make clothing for and press {{k|enter}} twice.&lt;br /&gt;
&lt;br /&gt;
== Uniforms and clothing thoughts ==&lt;br /&gt;
Currently armor is just as effective at keeping your dwarves happy as normal clothing, and have the advantages of not being subject to wear, in addition to affording better protection. If you tell your militia-dwarves to replace normal clothes with their uniform, make sure you have armor to spare when conscripting &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; legendary [[cheese maker]]s, as they'll happily strip naked even if you don't have a uniform waiting for them. You can also include a layer of cloth &amp;quot;armor&amp;quot;, leggings, and especially socks in the mix to prevent nudity unhappiness in case of a shortage of real armor, but be warned: your dwarves will not automatically replace worn uniform-assigned clothing, leading to a different set of unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If you find it easier to produce plenty of armor instead of clothing, you can also group all your civilian dwarves into squads and assign them a uniform covering the basics. This not only ensures you don't have to offer them replacement clothes, but also ensures your entire population is at least slightly better protected. Having everybody grouped up into squads also might come in handy &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when something nasty shows up in the midst of your civilians while your soldiers are busy elsewhere. The disadvantage of this is that the heavier armor will slow the civilian dwarves down.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.&lt;br /&gt;
*Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} [[Utility:DFHack|DFHack]] provides a &amp;quot;cleanowned&amp;quot; command to help clean up the clutter.&lt;br /&gt;
*Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
&lt;br /&gt;
==Sock Obsession==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
This was the beginning of the dwarven obsession with socks.  Long ago, socks were plentiful in dwarven kingdoms across the land, and the bearded ones paid little heed to what adorned their feet.  But after the proud citadel of Nogrithog destroyed itself in a terrible civil war over a dispute concerning sock shortages, the production of which they were completely and utterly ignorant, the entire dwarf race everywhere in the universe vowed to never let this happen again.  Dwarves made sure to stockpile woolen, silken, and even cloth footwear against the unthinkable happening ever again.  Children were frightened with the story of the Great Sock War even before they stopped suckling at their mothers' breasts to indoctrinate them in proper sock hoarding behavior, and to get unruly children to behave: &amp;quot;If you don't stop pulling Catten's braids, Sibrek, all the socks will disappear!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So great is the dwarves' fear of a sock shortage that they will sacrifice their own well-being and even their very lives to make sure that not a single sock will go overlooked.  It is unknown how dwarves everywhere could possibly know how one dwarven civilization in a remote and utterly unimportant continent on a forgotten minor world destroyed itself.  Most believe that this is once more the touch of Armok on their sodden, constantly intoxicated brains.&lt;br /&gt;
&lt;br /&gt;
[[Image:deadly sock.png|thumb|right|Minotaurs like socks too.]]The bond between a dwarf and his socks is both wondrous and terrible.  The most hardened warrior finds his socks so warm and comforting that he is frequently seen wearing but a single boot -- why should he need steel to protect his other foot?  He already has a sock on it!  Upon losing his unarmored foot to a goblin's blade, he will console himself in the knowledge that at least his foot still has its sock on.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Clothing| }}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bauxite&amp;diff=236889</id>
		<title>Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bauxite&amp;diff=236889"/>
		<updated>2018-08-04T08:56:33Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Changed quality rating from &amp;quot;Superior&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:56, 4 August 2018 (UTC)}}&lt;br /&gt;
{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bauxite''' is a dark-red [[sedimentary]] [[stone]]. [[40d:Bauxite|Once]] highly prized as the only practical source of [[magma-safe]] [[mechanism]]s to create magma-proof devices, its importance has declined with the addition of many new heat-resistant forms of stone as well as the ability to make [[metal]] mechanisms from [[iron]] and [[steel]]. Nevertheless, it is still used by some long-time players for nostalgia and its rare, bloody appearance makes it an interesting aesthetic choice.&lt;br /&gt;
&lt;br /&gt;
Bauxite may contain both [[sapphire]] and [[ruby]].&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
In real life, bauxite is an ore of [[aluminum]], but the technology required to extract it is beyond the level possessed by any of Dwarf Fortress' civilizations.&lt;br /&gt;
&lt;br /&gt;
Bauxite is a stone comprised primarily of the minerals gibbsite (Aluminum Hydroxide: Al(OH)&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;), boehmite (Aluminum Oxide-Hydroxide: γ-AlO(OH)), and diaspore (Aluminum Oxide-Hydroxide: α-AlO(OH)) (none of which are individually present in Dwarf Fortress). Bauxite forms by the weathering and mineralization of various aluminum-rich soils or clays. Despite the correspondence in game, corundum, the mineral that makes up [[ruby]] and [[sapphire]] (Aluminum Oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;) does '''not''' form in bauxite.&lt;br /&gt;
&lt;br /&gt;
Extracting aluminum from bauxite, even in the most primitive way, requires the use of the Hall–Héroult process: the electrolysis of bauxite which has been dissolved into molten [[cryolite]]. The development of this process transformed aluminum from an exceptionally rare metal to a cheap, utilitarian material. Dwarves have not yet discovered electricity, therefore they cannot make use of electrolysis to get aluminum from bauxite. (If it were implemented, lightning might work)&lt;br /&gt;
&lt;br /&gt;
[[File:Almásfüzitő82.JPG|center|thumb|290px|Bauxite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Micromanaging_tricks&amp;diff=236829</id>
		<title>Micromanaging tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Micromanaging_tricks&amp;diff=236829"/>
		<updated>2018-07-31T05:27:29Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* General */ Removed reference to &amp;quot;on break&amp;quot; status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:08, 19 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
While some aspects of Dwarf Fortress appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
*Use a [[civilian alert]] [[burrow]] to keep your dwarves in - and out of - specific locations.&lt;br /&gt;
*Instantly locking [[door]]s can reliably keep a dwarf in a specific location (and doing a specific job), or prevent them from doing something ridiculously stupid.&lt;br /&gt;
*Order a dwarf to go to a specific location by building an unconnected [[lever]], setting the profile on the lever to the specific dwarf, then ordering the lever be pulled. This works for Nobles too, but can be delayed by any other jobs the dwarf is currently tasked with.&lt;br /&gt;
*Order a dwarf to go to a specific area by drafting him into the [[military]] and issuing a &amp;quot;move&amp;quot; (station) order. Note that this can make your dwarf charge *towards* any nearby enemies.&lt;br /&gt;
*You can burrow children (eventually) by assigning them to the burrow and to beds inside. Once they take a sleep job inside the burrow they will be unlikely to leave the burrow. You can stock the safe room with food, drink, and beds and leave the children there permanently.&lt;br /&gt;
*Cancel a &amp;quot;Store item in stockpile&amp;quot; job by finding the item in question and [[forbid]]ding it. This can keep your dwarves from running through an active battlefield to collect the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu.&lt;br /&gt;
*If you stop an active task in progress via joblist {{K|j}}-{{K|r}} the dwarf may not accept similar jobs for about a week.&lt;br /&gt;
&lt;br /&gt;
==Mining==&lt;br /&gt;
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).&lt;br /&gt;
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).&lt;br /&gt;
*Use a locked [[door]] or [[burrow]]s to limit mining in a specific area to a single dwarf (reliably prevents channeling &amp;quot;[[cave-in|accidents]]&amp;quot;). Designate one tile for mining, wait until your dwarf is through the door, then lock it and designate all the tiles to be mined. Don't forget to free your miner after the work is complete.&lt;br /&gt;
*Remove a mining designation then re-designate it to transfer the job from a distant/slow dwarf to a close/fast dwarf who has already completed all the other mining in a specific area (will not work if the nearby dwarf has already taken another job elsewhere).&lt;br /&gt;
*After finishing a mining job, miners will automatically accept any adjacent mining jobs before reevaluating jobs by priority. Note that this does not work if the adjacent job has already been claimed by a different miner. (To avoid that you can distract your other miners with higher-priority designations elsewhere.)&lt;br /&gt;
*Single-tile wide tunnels are the most efficient designation. Use diagonal corners to avoid exposing two designated tiles (which will result in another free miner taking one  of the two and potentially delaying mining significantly).&lt;br /&gt;
*To keep a single miner working in one area, you can manually designate one new mining tile immediately after he completes the previous one. (Best for limited jobs in high-risk areas; for larger jobs a locked door or burrow is highly recommended.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
*Buildings are prioritized according to a LIFO (last in first out) queue, meaning your most recently ordered [[construction]] will be built first. To increase priority on a previously-ordered construction, cancel it and re-order the construction.&lt;br /&gt;
*Designate a stockpile/dump near large construction projects so your masons/carpenters/metalworkers don't have to carry the construction materials across the map by themselves.&lt;br /&gt;
*If using a local stockpile, only order construction of as many buildings as can be supplied by your stockpile--any additional constructions will A) result in your builders dragging material across the map, and B) be completed *first*, so your stockpile won't deplete and your haulers won't be able to haul any more materials.&lt;br /&gt;
*Items (such as blocks) that are currently selected for a hauling task are unavailable for use in buildings. To free an item, pause the game, [[forbid]] the item, unforbid it, then issue the build order using the item before unpausing the game. You can also forbid an item that is currently being hauled and the hauler will drop it when he realizes it is forbidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
*Use the 'z' Kitchen tab to select exactly which ingredients you want cooked.&lt;br /&gt;
*Combine large stacks of meat with a dwarf's &amp;quot;[[preference|preferred]]&amp;quot; ingredient to create a large stack of &amp;quot;preferred&amp;quot; meals (for more happy [[thought]]s).&lt;br /&gt;
*Multiple linked stockpiles feeding into a kitchen can force some variety in ingredient selection, and is necessary to effectively use liquid ingredients. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
*Move (Station) orders only cause your dwarves to move to a 7x7 non-contiguous area around the location selected. To force them to move to a specific location (such as adjacent to a fortification), build [[statue]]s (preferred), walls, or designate restricted traffic areas then order your dwarves to move from one side to the other.&lt;br /&gt;
*Alternatively, the move command does guarantee your dwarves will move to the Z-level selected. You can build your fortifications such that the only passable tiles on that Z-level are in the positions that you desire. (Note that dwarves will also run outside your fortifications to stand on any free tiles if possible.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strange moods==&lt;br /&gt;
*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the 'z' stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.&lt;br /&gt;
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.&lt;br /&gt;
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing). &lt;br /&gt;
&lt;br /&gt;
{{category|Guides}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=236785</id>
		<title>Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=236785"/>
		<updated>2018-07-30T01:49:11Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Explanation */ Corrected italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:36, 29 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cave adaptation''' is a mechanic that causes [[Dwarf|dwarves]] who spend too much time underground with insufficient exposure to outdoor sunlight to grow sick when finally exposed to it. It is controlled by the {{token|CAVE_ADAPT}} [[creature token|token]].&lt;br /&gt;
&lt;br /&gt;
Exposure of cave-adapted dwarves to outdoor sunlight can cause two negative [[thought]]s: &amp;quot;irritated by the sun&amp;quot; and &amp;quot;nauseated by the sun&amp;quot;. The latter results from more severe cave adaptation and triggers profuse [[vomit]]ing, which can leave an otherwise capable soldier momentarily defenseless. Cave adaptation causes no problems if the affected dwarves simply remain [[Tile attributes|underground]].&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
Cave adaptation can be prevented by regular exposure to outdoor sunlight, which can be achieved by having an outdoor [[Activity zone#Meeting Area|meeting area]] or high-traffic areas above ground. Note that {{DFtext|Inside|6:0}} (roofed) {{DFtext|Light|6:1}} tiles will neither increase nor reduce cave adaptation. Any tiles that have ''ever'' been exposed to sunlight remain sunlit; however actual vertical access to the sun is necessary to reduce cave adaptation.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf is in a {{DFtext|Dark|0:1}} tile, cave adaptation increases by 1 every tick to a maximum of 800,000 (403,200 ticks is one year, so the maximum is just short of 2 years).&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile, cave adaptation decreases by 10 every tick.&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile while the sun is out (i.e. not [[Weather|raining or snowing]]), the following happens:&lt;br /&gt;
** If cave adaptation is between 403,200 and 604,800 (between 1 and 1.5 years), the dwarf will become dizzy and experience reduced amounts of pain and fatigue. The dwarf will also receive the unhappy thought &amp;quot;was irritated by the sun recently&amp;quot;.&lt;br /&gt;
** If cave adaptation is at 604,800 or higher (1.5 years), the dwarf will experience nausea, dizziness, pain, and fatigue. The dwarf will start vomiting profusely and will also receive the unhappy thought &amp;quot;was nauseated by the sun recently&amp;quot;.&lt;br /&gt;
** Otherwise, nothing bad happens.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Cave adaptation can be treated by exposing dwarves to outdoor tiles. However, due to the negative thoughts brought about by exposure to light in cave-adaptated dwarves, these outdoor areas should be well decorated with [[statue]]s or the like. This should provide enough positive thoughts to negate those caused by cave adaptation. The progress of treating severe cave adaptation can be observed through '''Thoughts and Preferences''', as limited exposure to sunlight will first convert severe cave adaptation into mild cave adaptation; see [[Personality trait#Personality-Trait-Like Characteristics|personality traits]] for details.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is completely adapted to life underground can be cured in a little over nine weeks of constant exposure to outdoors light.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves suffer from cave adaptation. Consider accepting a few non-dwarven [[mercenary|mercenaries]] for outdoor combat, since the penalties for suffering from exposure to sunlight can seriously impair a dwarf's fighting ability.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
'''A [http://www.bay12forums.com/smf/index.php?topic=85908.msg2321608#msg2321608 scientific explanation] of cave adaptation by Deus Machina.'''&lt;br /&gt;
&lt;br /&gt;
Underground has low levels of light and very little air circulation.&lt;br /&gt;
&lt;br /&gt;
Dwarves develop low-light vision (plump helmets are ''packed'' with beta carotene!) and their facial follicles become sensitive to the motions that a breeze produces against their beards, which allows them to tell where tunnels turn.&lt;br /&gt;
&lt;br /&gt;
As they go deeper, their eyes become less relied upon, and they adapt further to rely on their whisker-based follication.&lt;br /&gt;
&lt;br /&gt;
These eventually become so sensitive that, should a dwarf venture outside, the wind is the equivalent of multicolored and varying strobe lights. This is as aggravating to a dwarf's follication as a Pink Floyd show seen while sober is to our sight, up to the point of causing nausea.&lt;br /&gt;
&lt;br /&gt;
While some have proposed beard shaving as a method of treating hyperfollication, these people are believed to be elf spies, and drafted to cavern exploring instead.&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Poet&amp;diff=236709</id>
		<title>Poet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Poet&amp;diff=236709"/>
		<updated>2018-07-26T22:10:45Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:10, 26 July 2018 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Poet&lt;br /&gt;
| profession = Bard&lt;br /&gt;
| job name   = Poetry&lt;br /&gt;
| tasks      = &lt;br /&gt;
| attributes =&lt;br /&gt;
* Creativity&lt;br /&gt;
* Intuition&lt;br /&gt;
* Linguistic Ability&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Poet''' is a [[performance]] skill. It is used when performing poetic forms, either on their own or as part of a poetic song.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
You can improve the poet skill by writing poetry&lt;br /&gt;
&lt;br /&gt;
To write poetry, press {{k|x}}, then select compose, from that menu Poem, and from that menu the poetic form you want to use. This takes several in-game hours, and only advances your skill in the poetic form that you picked.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = olnen&lt;br /&gt;
| elvish  = athifi&lt;br /&gt;
| goblin  = tozûx&lt;br /&gt;
| human   = pimra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Poet&amp;diff=236708</id>
		<title>Poet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Poet&amp;diff=236708"/>
		<updated>2018-07-26T22:10:36Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Adventure mode */ Formatting key presses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:33, 15 February 2016 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Poet&lt;br /&gt;
| profession = Bard&lt;br /&gt;
| job name   = Poetry&lt;br /&gt;
| tasks      = &lt;br /&gt;
| attributes =&lt;br /&gt;
* Creativity&lt;br /&gt;
* Intuition&lt;br /&gt;
* Linguistic Ability&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Poet''' is a [[performance]] skill. It is used when performing poetic forms, either on their own or as part of a poetic song.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
You can improve the poet skill by writing poetry&lt;br /&gt;
&lt;br /&gt;
To write poetry, press {{k|x}}, then select compose, from that menu Poem, and from that menu the poetic form you want to use. This takes several in-game hours, and only advances your skill in the poetic form that you picked.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = olnen&lt;br /&gt;
| elvish  = athifi&lt;br /&gt;
| goblin  = tozûx&lt;br /&gt;
| human   = pimra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_two-humped_camel&amp;diff=236707</id>
		<title>Giant two-humped camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_two-humped_camel&amp;diff=236707"/>
		<updated>2018-07-26T22:07:23Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:07, 26 July 2018 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=46&lt;br /&gt;
|tooth=1&lt;br /&gt;
|meat=82&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=4&lt;br /&gt;
|hair=1&lt;br /&gt;
|kidney=4&lt;br /&gt;
|spleen=2&lt;br /&gt;
|sweetbread=2&lt;br /&gt;
|tripe=4&lt;br /&gt;
|liver=4&lt;br /&gt;
|intestines=14&lt;br /&gt;
|heart=2&lt;br /&gt;
|lung=8&lt;br /&gt;
|eye=2&lt;br /&gt;
|fat=49&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant two-humped camels''' are massive counterparts of the common [[two-humped camel]] who inhabit [[savage]] [[desert]]s, spawning in groups of 3 to 7 individuals. They are 8 times bigger than their normal versions and about 67 times heavier than a [[dwarf]], making them one of the largest herbivores in savage environments. Despite this great size, however, they are benign and will normally flee from dwarves rather than fight them. Watch out for the rare case of them being enraged in combat, however, as it may lead to your hunters being quickly trampled to death.&lt;br /&gt;
&lt;br /&gt;
Giant two-humped camels can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing identical pet value to a normal camel. Because of their immense size, they require a very large [[pasture]] to survive, but also grant a spectacular amount of returns when [[butcher]]ed, and like normal two-humped camels, their females can be [[milk]]ed, which can be used for [[cook]]ing or to produce [[cheese]]. Note, however, that giant camel milk is identical to normal-sized camel milk in every aspect. They are exotic mounts, and so may be used by [[Elf|elves]] during [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant two-humped camels for their ''humps''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skink_man&amp;diff=236706</id>
		<title>Skink man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skink_man&amp;diff=236706"/>
		<updated>2018-07-26T22:05:12Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:05, 26 July 2018 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Skink men''' are humanoid versions of the common [[skink]] and a [[Creature|species]] of unremarkable [[animal people]], found in a variety of [[savage]] regions. They are a bit over half the size of [[dwarf|dwarves]] when adults and  should pose no threat unless provoked. They spawn in groups of 1 to 5 individuals. All skink men are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, skink men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] skink men for their ''colorful tongues''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skink_man&amp;diff=236705</id>
		<title>Skink man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skink_man&amp;diff=236705"/>
		<updated>2018-07-26T22:03:17Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|20:06, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Skink men''' are humanoid versions of the common [[skink]] and a [[Creature|species]] of unremarkable [[animal people]], found in a variety of [[savage]] regions. They are a bit over half the size of [[dwarf|dwarves]] when adults and  should pose no threat unless provoked. They spawn in groups of 1 to 5 individuals. All skink men are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, skink men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] skink men for their ''colorful tongues''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nickel&amp;diff=236704</id>
		<title>Nickel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nickel&amp;diff=236704"/>
		<updated>2018-07-26T22:00:03Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Grammar and clarification: &amp;quot;perfect&amp;quot; implies it is also very common.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:31, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Nickel&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[nickel silver]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Garnierite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12619}}&lt;br /&gt;
* [[Boiling point]] {{ct|15243}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8800&lt;br /&gt;
* Liquid [[density]] 7810&lt;br /&gt;
* [[Specific heat]] 444&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nickel''' is an uncommon, low-value, [[magma-safe]] [[metal]] used for the creation of [[nickel silver]] (note that nickel silver is not magma-safe). However, the zinc required for nickel silver is often better saved for producing [[brass]], which is more than twice as valuable as nickel silver. It can also be used to create most metalcrafting and construction objects. It can only be smelted from [[garnierite]]. Nickel is the cheapest of the four magma-safe metals and thus is the easiest minecart metal to buy if you're using it for magma.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Nickel round cabochons, when [[magma|properly heated]], are an excellent tool for !!SCIENCE!! involving the flammability of [[elf|various substances]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mechanism&amp;diff=236371</id>
		<title>Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mechanism&amp;diff=236371"/>
		<updated>2018-07-11T17:25:20Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Trading */ Added elves to &amp;quot;do not bring wagons&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mechanisms''' {{Tile|Ç|7:1}} can be created by a dwarf with the [[mechanics]] labor. Stone mechanisms are made at a [[mechanic's workshop]] from any type of non-economic hard [[stone]]. Metal mechanisms can be made at a [[metalsmith's forge]] from 1 [[bar]] of [[metal]] and 1 bar of [[fuel]], in [[trap component|{{k|t}}rap components]]. Mechanisms at a forge can only be made with [[weapons-grade]] metals. However, using the [[work order]] to make metal mechanisms (either from the manager screen or from a mechanic workshop's [[workshop profile]]) will use a mechanic's workshop instead (with the same labor and materials), and any type of metal can be used.{{bug|9846}}&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
Building [[trap]]s, [[lever]]s, [[pressure plate]]s, and [[gear assembly|gear assemblies]] requires one mechanism. Minecart [[roller]]s can require multiple mechanisms depending on length. Linking objects to a lever or pressure plate requires two mechanisms per linked item—one for the linked object, and one for the trigger (the lever or pressure plate). The only way to recover either of these mechanisms is to deconstruct the object linked via that mechanism.&lt;br /&gt;
&lt;br /&gt;
When designating linkages, the first mechanism chosen will be attached to the building, while the second will be attached to the trigger (pressure plate or lever). This can be important when trying to minimize the use of [[magma-safe]] materials in a structure that will be exposed to high [[temperature]]s.&lt;br /&gt;
&lt;br /&gt;
Mechanics will install mechanisms. Mechanisms can be linked to objects at any distance and do not require a connection between them.&lt;br /&gt;
&lt;br /&gt;
Mechanisms for use next to or in magma ''must be'' magma-safe, otherwise they will be destroyed (whether by melting or by burning) and the object to which they are linked will deconstruct.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Mechanisms make surprisingly good [[trade]] items due to their high [[item value|base value]] of 30. In comparison to other [[craft]]s they are heavy, making them less than ideal when trading with races that [[elf|do not bring]] [[wagon]]s. Levers and gear assemblies make good room decorations, as they have a greater base value than that of [[statue]]s and [[window]]s.&lt;br /&gt;
&lt;br /&gt;
Mechanisms count as furniture. Because of this, the [[Jeweler's workshop]] job &amp;quot;encrust furniture with &amp;lt;gem&amp;gt;&amp;quot; may encrust mechanisms with gems instead of more useful furniture.&lt;br /&gt;
&lt;br /&gt;
Mechanism [[quality]] determines the skill with which the weapon is &amp;quot;swung&amp;quot; or &amp;quot;fired&amp;quot; by the weapon trap, and affects all the rolls.[http://www.bay12forums.com/smf/index.php?topic=14461.msg.msg131214#msg131214] It does not affect how quickly a trap refires or the probability of the trap jamming.&lt;br /&gt;
&lt;br /&gt;
== Quantum entanglement ==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It is unclear exactly how two (or more) mechanisms talk to each other at a distance without building direct mechanical or electronic channels between them (such as a wire), and given that the dwarves have not discovered radio technology, it is believed by some that the dwarves have actually discovered how to implement and control [[wikipedia:quantum entanglement|quantum entanglement]] on a non-quantum scale, and somehow use it for transmitting information.&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
&amp;quot;I've always wondered,&amp;quot; Lór said, &amp;quot;How do those mechanisms work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I put one here on the lever, and the other on the bridge,&amp;quot; explained Urist. &amp;quot;When someone pulls the lever, the bridge goes up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, but how? How does the one at the bridge know the lever's been pulled?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's quantum. Quantum tanglement. See how this one's all tangled with the lever? Well, the other's tangled with the bridge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What does that have to do with quantum?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There's one of them, see? That's what quantum means, is one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But there's two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yah, two ones. And they're tangled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lór thought for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm not sure that's how it works.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, don't check. It might stop.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recent observational studies have given rise to new theories regarding dwarven machinery, the most notable of which being the ''Stringing [[Beard]] Theory''. Accordingly, it is asserted the dwarven beard is in fact a single long strand interwoven across the dwarf's face as if a loosely stitched thread. By plucking out this strand and tying the end to a mechanism, which resembles a sort of [[wikipedia:carabiner|carabiner]], it is believed that a dwarf is able to connect two objects by way of a long (sometimes kilometers in length) strand of beard-hair. This is done quite simply by the dwarf continually plucking more and more of its beard out as it runs from one object to the next, laying out a cable around corners, up ramps, down stairways, and through planned walls (which get built over top the strand anyways). When a lever is pulled, it pulls the string with it, which in turn actuates the object on the other side. When deconstructing a linked building, the dwarf need only give the strand a flick or two, then it reels in the dangling mechanism from wherever.&lt;br /&gt;
&lt;br /&gt;
Given the substantial density of dwarven beards, it is plausible that even a depleted beard can be replenished by the time a beard's five-tick shadow emerges.&lt;br /&gt;
&lt;br /&gt;
[[File:Assorted Biners.jpg|thumb|center|upright|Assorted Mechanisms]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bëmbul&lt;br /&gt;
| elvish  = cereÿa&lt;br /&gt;
| goblin  = amar&lt;br /&gt;
| human   = jepum&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=236327</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=236327"/>
		<updated>2018-07-08T18:36:26Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|12:20, 1 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to keep your [[Dwarf|dwarves]] [[stress]]-free, thus reducing the chances of [[tantrum]]s, [[depression]]s and [[oblivious]]ness:&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* It is more important to keep your dwarves free from negative thoughts than it is to overwhelm them with positive thoughts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼s does not mean a happy dwarf if Urist keeps dwelling over his grouchiness at being caught in the rain.&lt;br /&gt;
* If other dwarves are already under a great deal of stress (especially those with a high [[Personality trait|ANGER_PROPENSITY]]) may lash out and severely injure or kill others; a corpse in your dining room will lead to horrified thoughts from any dwarf taking a quick booze stop. Make sure to destress these dwarves first, or, if lacking the ability to do so, lock them in their own room or experiment with [[Magma|radical cures]].&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Using a tool such as [[Utilities#Dwarf Therapist|Dwarf Therapist]], you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences and assign the dwarves jobs that match their preferences, and build stuff they like especially in their rooms.&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and in extreme cases isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; or demote them for example from a Captain to a mere soldier. Also don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
* Dwarves who have to go outside for extended periods of time (like [[Fisherdwarf|fisherdwarves]] who work near the local [[lake]] or [[river]]) become stressed due to constant exposure to [[rain]] and long periods away from fun and their friends. You can give these workers their own little vacation by disabling their labors and letting them spend some time inside at the [[tavern]] until they regain their composure. Let an unstressed dwarf take care of the job for a while.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
* Make the community [[dining room]] your non-[[noble]] dwarves dine in high [[room#quality|quality]]. You can increase its quality by making the room bigger, putting in more [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[furniture]] like [[gold]] [[statue]]s.&lt;br /&gt;
* [[Embark]] with or train up a [[cook]], so your dwarves can enjoy high [[quality]] [[food|meals]].&lt;br /&gt;
* Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
** Try to have all different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]]. Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own. Even a minimalist bedroom - a 1x1 grid containing only a bed, within a communal dormitory - helps significantly.&lt;br /&gt;
* Give then a bedroom to sleep in anyway, as dwarves do not enjoy sleeping on the ground.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as coffers.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself. This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; but a high enough overall room value can overcome this.&lt;br /&gt;
** You can also make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
** Overlapping won't create an additional reduction in value after a certain point; it is quite easy to give everyone a royal-bedroom this way.&lt;br /&gt;
* Make the Noble’s rooms better than other rooms. They have the insane ability to tell if the peasantry has slept better than them and it makes them unhappy.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort, since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight. If the dwarves who need to work outside aren't already regularly exposed to sunlight, put some combination of these high traffic areas on the surface:&lt;br /&gt;
** [[activity zone#Meeting Area|Meeting area]] or [[sculpture garden|Statue garden]] - Won't catch dwarves that never idle.&lt;br /&gt;
** [[Dining room]] - Will need to ensure nobles that have private dining rooms have another means.&lt;br /&gt;
** [[Booze]] stockpile - Requires a custom stockpile but otherwise very reliable.&lt;br /&gt;
** Note that dwarves don't like to be out in rain or snow, regardless. Build a roof to protect them from it.&lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]]. [[Pasture]] some in with your food stockpiles. Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped.  Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the dwarven caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
** You can raid sites for tame animals.  Elven, goblin, and kobold sites often have exotic creatures.&lt;br /&gt;
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury him]] or [[memorial|engrave a memorial in his name]]. This will prevent even more stress for his friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe. Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=236325</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=236325"/>
		<updated>2018-07-08T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Added two tips. If somebody could reclassify the &amp;quot;General Tips&amp;quot; thing, that would be nice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|12:20, 1 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to keep your [[Dwarf|dwarves]] [[stress]]-free, thus reducing the chances of [[tantrum]]s, [[depression]]s and [[oblivious]]ness:&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* It is more important to keep your dwarves free from negative thoughts than it is to overwhelm them with positive thoughts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼s does not mean a happy dwarf if Urist keeps dwelling over his grouchiness at being caught in the rain.&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Using a tool such as [[Utilities#Dwarf Therapist|Dwarf Therapist]], you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences and assign the dwarves jobs that match their preferences, and build stuff they like especially in their rooms.&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and in extreme cases isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; or demote them for example from a Captain to a mere soldier. Also don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
* Dwarves who have to go outside for extended periods of time (like [[Fisherdwarf|fisherdwarves]] who work near the local [[lake]] or [[river]]) become stressed due to constant exposure to [[rain]] and long periods away from fun and their friends. You can give these workers their own little vacation by disabling their labors and letting them spend some time inside at the [[tavern]] until they regain their composure. Let an unstressed dwarf take care of the job for a while.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
* Make the community [[dining room]] your non-[[noble]] dwarves dine in high [[room#quality|quality]]. You can increase its quality by making the room bigger, putting in more [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[furniture]] like [[gold]] [[statue]]s.&lt;br /&gt;
* [[Embark]] with or train up a [[cook]], so your dwarves can enjoy high [[quality]] [[food|meals]].&lt;br /&gt;
* Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
** Try to have all different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]]. Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own. Even a minimalist bedroom - a 1x1 grid containing only a bed, within a communal dormitory - helps significantly.&lt;br /&gt;
* Give then a bedroom to sleep in anyway, as dwarves do not enjoy sleeping on the ground.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as coffers.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself. This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; but a high enough overall room value can overcome this.&lt;br /&gt;
** You can also make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
** Overlapping won't create an additional reduction in value after a certain point; it is quite easy to give everyone a royal-bedroom this way.&lt;br /&gt;
* Make the Noble’s rooms better than other rooms. They have the insane ability to tell if the peasantry has slept better than them and it makes them unhappy.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort, since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight. If the dwarves who need to work outside aren't already regularly exposed to sunlight, put some combination of these high traffic areas on the surface:&lt;br /&gt;
** [[activity zone#Meeting Area|Meeting area]] or [[sculpture garden|Statue garden]] - Won't catch dwarves that never idle.&lt;br /&gt;
** [[Dining room]] - Will need to ensure nobles that have private dining rooms have another means.&lt;br /&gt;
** [[Booze]] stockpile - Requires a custom stockpile but otherwise very reliable.&lt;br /&gt;
** Note that dwarves don't like to be out in rain or snow, regardless. Build a roof to protect them from it.&lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]]. [[Pasture]] some in with your food stockpiles. Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped.  Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the dwarven caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
** You can raid sites for tame animals.  Elven, goblin, and kobold sites often have exotic creatures.&lt;br /&gt;
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
* If other dwarves are already under a great deal of stress (especially those with a high [[Personality trait|ANGER_PROPENSITY]]) may lash out and severely injure or kill others; a corpse in your dining room will lead to horrified thoughts from any dwarf taking a quick booze stop.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury him]] or [[memorial|engrave a memorial in his name]]. This will prevent even more stress for his friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe. Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ambush&amp;diff=235231</id>
		<title>DF2014 Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ambush&amp;diff=235231"/>
		<updated>2018-02-23T06:08:02Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Ambush timing? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bug Fixed?==&lt;br /&gt;
&amp;quot;Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a bug.&amp;quot; I thought that Toady fixed this. Does his fix apply to ambushes, and therefore this should be removed? [[User:Jwoodward48|Jwoodward48]] ([[User talk:Jwoodward48|talk]]) 16:08, 1 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Elven Ambush==&lt;br /&gt;
I got ambushed by elves. Sadly, I thougth this might be commonplace, so I didn't take any pictures. The ambush consisted of about 8 elf bowmen (showing up as ë) and the message displaied was something along the lines of &amp;quot;An ambush! Curse all friends of nature!&amp;quot;. It might be worth noting that this was the first contact my fortress had with elves. I guess our groups were already at war when I settled. I didn't write this in the article because I'm not sure about the exact circumstances. [[User:DurianGrey|DurianGrey]] ([[User talk:DurianGrey|talk]])&lt;br /&gt;
&lt;br /&gt;
== Ambush timing? ==&lt;br /&gt;
&lt;br /&gt;
After reading the &amp;quot;ambushes tend to arrive near the end of the season&amp;quot;, I still don't notice this occuring; for me ambushes and sieges tend to happen mid-season and never arrive with caravans. Is there a source that states this to be true or is it just guessing?&lt;br /&gt;
[[User:Paralyzoid|Paralyzoid]] ([[User talk:Paralyzoid|talk]]) 06:08, 23 February 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Live_training&amp;diff=235218</id>
		<title>Live training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Live_training&amp;diff=235218"/>
		<updated>2018-02-19T06:26:32Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Provoking elven sieges for fun and profit */ New update allows you to receive sieges from distant non-trading elves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:54, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Live training''' is the process of how to attack [[creature]]s with [[military]] [[dwarves]] (and be attacked by these creatures as well) with minimal or inexistent [[wound]]s in order to train your military's [[skill]]s, if you consider [[danger room]]s as an exploit, or don't want to randomly lose [[children]] or [[pet]]s, and find [[sparring]] and military [[training]] too slow.&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this. What you must ensure first is your dwarf's safety.&lt;br /&gt;
&lt;br /&gt;
== Killing Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Just arm and armor your military and gratuitously hunt wild [[animals]]. Note that some wild animals are more than capable of killing your dabbling [[soldier]]s, so you may want to scale the creature's threat to your dwarves skill and equipment.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**gets you raw [[meat]], [[bone]], [[skin]], and other body parts for your animal products industry&lt;br /&gt;
**gets rid of unwanted animals in the biome&lt;br /&gt;
**possibly will get you new, more interesting animals on the map to catch&lt;br /&gt;
**very easy to set up, no special infrastructure needed&lt;br /&gt;
**slaughtering wildlife is fun&lt;br /&gt;
**trains all skills&lt;br /&gt;
**very easy to set up with [[Crossbowman|marksdwarves]]: just make your dwarves [[hunter]]s&lt;br /&gt;
**good for killing [[giant kea]]s, [[mandrill]]s, and other animals who attempt to steal your property.&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**not the fastest training method&lt;br /&gt;
**possibly the most dangerous techniques for dwarves&lt;br /&gt;
**can easily bring you too much meat and animal parts&lt;br /&gt;
**easily gets repetitive&lt;br /&gt;
**If training melee, dwarves spend a long time running after wildlife. [http://www.youtube.com/watch?v=ZnHmskwqCCQ Feel free to listen to this while it happens.]&lt;br /&gt;
**above-ground wildlife supply isn't infinite&lt;br /&gt;
**may generate unwanted [[hauling]] jobs&lt;br /&gt;
**requires oversight (repetitive kill orders)&lt;br /&gt;
**trains offense much more than defense&lt;br /&gt;
**smaller, &amp;quot;safer&amp;quot; animals are typically faster and larger animals can easily smash limbs and crush torsos through armor on less skilled dwarves&lt;br /&gt;
&lt;br /&gt;
BONUS : Improve on this design by breeding wild non-[[grazer]]s in some room for your dwarves to slaughter periodically the offspring. It removes the limited wildlife problem, but has still most of the other drawbacks.&lt;br /&gt;
&lt;br /&gt;
== Beating on Enemy Prisoners (aka Away with thee, accursed Geneva Convention!) ==&lt;br /&gt;
&lt;br /&gt;
Quite a bit more efficient than the previous one, this consists of catching intelligent enemies in [[trap]]s, making sure they are unarmed but still [[armor]]ed, then sending them against your armor-clad dwarves equipped with [[training weapon]]s. You can kill them or not : see the bonus.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*decent training speed&lt;br /&gt;
*beating on goblins is fun&lt;br /&gt;
*infinite supply of enemies&lt;br /&gt;
*quite safe if executed (no pun intended) correctly.&lt;br /&gt;
*trains all skills&lt;br /&gt;
*killing sentients increases discipline&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*goblins are trained as well (although this may be a good thing: see bonus) if you don't kill them&lt;br /&gt;
*still requires enough oversight to be a bother, most especially if you don't want wounds&lt;br /&gt;
*for more [[fun]] don't remove the goblins' weapons&lt;br /&gt;
*goblins tend to die easily due to poor armor coverage, you must replace a new batch&lt;br /&gt;
*if you use [[training weapon]]s : dwarves may grow attached to them&lt;br /&gt;
*generates hauling jobs&lt;br /&gt;
*as offensive skills improve and goblin skill stays the same, dwarves tend to kill goblins far too easily, making this method less effective as your dwarves improve.&lt;br /&gt;
&lt;br /&gt;
BONUS : Don't kill goblins. Train them as well, making them increase in skill and try not to kill them. Use different batches of different goblins for differently skilled military dwarves. Make an arena design with dropping bridges and cage traps to stop the fight if it is going badly for your dwarf. While this requires a lot of oversight (possibly too much for your taste) and hauling jobs, this is a generally effective, realistic, complete and relatively quick method of training your military.&lt;br /&gt;
&lt;br /&gt;
== Bronze Colossus Dummy ==&lt;br /&gt;
&lt;br /&gt;
AKA : using a [[bronze colossus]]'s toughness and high experience gains to get good skills easily and safely. &lt;br /&gt;
&lt;br /&gt;
For marksdwarves : catch the colossus, put it in a room, fire on it. You may want to use wooden/bone bolts to not damage it further, or iron bolts if you WANT to damage it further for melee training.&lt;br /&gt;
For melee : Remove its arms and legs via falling and/or bolts, and then drop the colossus on a closed room, and send your melee dwarves on it. Remember, [[steel]] or better weapons will kill it, and that's not what you want.&lt;br /&gt;
&lt;br /&gt;
'''Pros''':&lt;br /&gt;
*very good training speed, due to colossus giving a lot of experience&lt;br /&gt;
*generally not dangerous&lt;br /&gt;
*infinite training&lt;br /&gt;
*little oversight needed, since both sides doesn't do much damage&lt;br /&gt;
*easy to set up for marksdwarves&lt;br /&gt;
'''Cons''':&lt;br /&gt;
*endgame only, you don't get a colossus before 80 dwarves&lt;br /&gt;
*must actually have a colossus in the world&lt;br /&gt;
*the colossus must actually attack your fortress to be captured&lt;br /&gt;
*dismembering a colossus without killing it isn't easy&lt;br /&gt;
*may be dangerous to dwarves with a low dodging skill&lt;br /&gt;
*limitation on quality material weapons =&amp;gt; dwarf may tend to favor a poor weapon&lt;br /&gt;
*trains mostly offense skills, although Dodger as well&lt;br /&gt;
*melee may be seen as an exploit&lt;br /&gt;
*the colossus will eventually be &amp;quot;pulped&amp;quot; by any attacks that are able to bypass their natural toughness&lt;br /&gt;
&lt;br /&gt;
== Undead Battle Arena ==&lt;br /&gt;
&lt;br /&gt;
Using one or several imprisoned [[necromancer]]s to train your dwarves with a controlled stream of [[undead]].&lt;br /&gt;
&lt;br /&gt;
You must first catch one or several necromancers, or use a friendly necromancer, then dump him/them in a small space (if possible 1x1) surrounded by [[window]]s or [[fortification]]s (so he can animate what is around without being murdered by a dwarf), make an animation room. You can replace the necromancer with an animating [[evil]] biome or a [[demonic fortress]], but necromancers raise undead faster and can be moved anywhere you like. As a bonus, add raising [[bridge]]s or [[floodgate]]s to block the necro's view and stop the reanimation on command.&lt;br /&gt;
&lt;br /&gt;
Then drop whatever pile of [[body parts]] you don't need and want your necromancer to animate. &lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**decent skill increases&lt;br /&gt;
**only little hauling needed&lt;br /&gt;
**use for necromancers&lt;br /&gt;
**Does not require low-quality weapons, allowing dwarves to become attached to better weapons then other methods&lt;br /&gt;
**requires little oversight&lt;br /&gt;
**trains every skill&lt;br /&gt;
**controllable training aspects : difficulty level, depending on corpse (from dropping llama [[wool]] to dropping a [[cave dragon]] corpse) and number of corpses animated&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**can be dangerous, actually danger is proportional to your oversight and difficulty level&lt;br /&gt;
**requires more stonework than most other methods&lt;br /&gt;
**requires to actually cage trap a necromancer&lt;br /&gt;
**time between two reanimations is wasted time =&amp;gt; more necromancers is better&lt;br /&gt;
&lt;br /&gt;
== Giant Cave Spider Armor Training Program ==&lt;br /&gt;
&lt;br /&gt;
Using a [[giant cave spider]]'s inability to bypass the armor of a webbed dwarf to train [[armor user]].&lt;br /&gt;
&lt;br /&gt;
First you must prepare the terrain to separate wild GCS and dwarf when the dwarf gets hungry/thirsty/drowsy/sufficient armor user skill.&lt;br /&gt;
&lt;br /&gt;
Set the training on a non-lethal pit trap consisting of a 2x2 or 3x3 retracting bridge, or a series of grates, all linked to a lever and on top of a 1z-deep pit. Fill the ground under the bridge with cage traps.&lt;br /&gt;
&lt;br /&gt;
Set a military dwarf fully armored in metal, without any weapons against a wild giant cave spider. Wild GCS webs the still-conscious dwarf, wild GCS attempts a bite to the head but fails to penetrate metal armor. Dwarf gains armor user skill. Repeat a hundred times. You may want to find a way of harvesting silk for your [[loom]]s as well.&lt;br /&gt;
&lt;br /&gt;
When you want to stop the training, pull the lever. Bridge or grates go down, dwarf and spider fall 1 z-level and get stunned, one or both get caged and separated.&lt;br /&gt;
&lt;br /&gt;
You can also try a dwarf without full armor and only a metal helm, but in that case I no longer guarantee the safety of your dwarf.&lt;br /&gt;
&lt;br /&gt;
*'''Pros''':&lt;br /&gt;
**can double as a GCS [[silk farm]]&lt;br /&gt;
**very good training rates&lt;br /&gt;
**Useful skill which normally increases slowly in combat&lt;br /&gt;
**No danger at all for both dwarf and GCS, provided you armored your dwarf well&lt;br /&gt;
**Requires only oversight each month&lt;br /&gt;
*'''Cons''':&lt;br /&gt;
**slightly exploity&lt;br /&gt;
**trains only one skill&lt;br /&gt;
**needs quite a bit of work to set up if you want to save the GCS and reuse it&lt;br /&gt;
**can't train several dwarves at once unless you have several wild GCS and several training facilities&lt;br /&gt;
&lt;br /&gt;
== Provoking elven sieges for fun and profit ==&lt;br /&gt;
&lt;br /&gt;
No one likes the elves. No one. Well, except when they bring exotic animals and the occasional [[sun berry]].&lt;br /&gt;
&lt;br /&gt;
So why not train your military on live elves? Obviously not with on caravans that come each year, but on their [[siege]]s!&lt;br /&gt;
&lt;br /&gt;
You must first mod your game to allow the elven [[diplomat]] to come, or start in a world where you are at war with the elves. When he comes, [[military|greet]] [[attack|him]] [[trap|properly]]. Then, [[siege|training]] [[elf|partners]] will come around eventually.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in v0.45, you can raid an elven [[forest retreat]] to initiate war. This has the advantage that if you have elven trading partners, they will continue to travel through elf [[corpse]]s to bring you their exotic animals.&lt;br /&gt;
&lt;br /&gt;
*'''Pros:'''&lt;br /&gt;
**killing elves is great fun&lt;br /&gt;
**elves pose little threat to a serious military... as long as your dwarves have shields&lt;br /&gt;
**more [[rope reed]] [[clothing]] than your fortress needs, although you may deem it not dwarven enough to wear&lt;br /&gt;
**can be made more manageable by cage [[trap]]ping all elf warriors and releasing them into your barracks&lt;br /&gt;
&lt;br /&gt;
*'''Cons:'''&lt;br /&gt;
**may generate large amounts of unwanted items (although all the wooden and cloth stuff can be used as trade &amp;quot;goods&amp;quot;)&lt;br /&gt;
**may be too [[fun]] to handle for your civilians and untrained military, [[bow]]s being still overpowered&lt;br /&gt;
**may be a danger to other caravans&lt;br /&gt;
&lt;br /&gt;
== Zerg Rush Defensive Program ==&lt;br /&gt;
&lt;br /&gt;
So is one of your warriors hopelessly lacking in defensive skills ? Fear not ! With this, you will near-exclusively train defensive skills, and quickly !&lt;br /&gt;
&lt;br /&gt;
The goal is to put one of your dwarves in a fighting situation when seriously outnumbered (between 5 or 10 for one dwarf should be good). The more aggressive and the less dangerous these enemies are, the better the training. You can technically do it with goblins, but it's pretty dangerous. Small [[undead]] may be best.&lt;br /&gt;
&lt;br /&gt;
The dwarf will spend its time defending and therefore will not attack, exclusively training Fighter and the defensive skills. You also want to design a solid enough separation device for when the dwarf becomes tired/hungry/drowsy.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that you must heavily armor your dwarf beforehand. &lt;br /&gt;
&lt;br /&gt;
*'''Pros'''&lt;br /&gt;
**defensive skills are often low, and very useful&lt;br /&gt;
**good training rate&lt;br /&gt;
**good synergy with more offensive training methods&lt;br /&gt;
**not too much oversight&lt;br /&gt;
*'''Cons'''&lt;br /&gt;
**requires quite a lot of preparation beforehand, as well as lots of armor&lt;br /&gt;
**only trains defensive skills and Fighter&lt;br /&gt;
**may be dangerous, depending on what you use&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=235052</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=235052"/>
		<updated>2018-02-05T05:47:33Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Transformation dates */  Added a link to &amp;quot;Calendar&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
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'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
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Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]] to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (wereloris, weremammoth).&lt;br /&gt;
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The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
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== Characteristics ==&lt;br /&gt;
A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
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While procedurally generated, werebeasts all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave appropriately, attacking anything that's not another werebeast of the same species as themselves.&lt;br /&gt;
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When transforming to wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst &amp;lt;s&amp;gt;replaced with bloodthirst&amp;lt;/s&amp;gt; removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
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The size of the werebeast is dependent of its curse, but they are all significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. All werebeasts possess Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]] and may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, while possessing slightly lower than average toughness and endurance. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way.&lt;br /&gt;
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All werebeasts possess a built in damage resistance against most weapon-grade [[metal]]s which will halve the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[Dwarf_fortress_mode|Fortress Mode]] to learn which metal a given werebeast is weak against during gameplay. In [[Adventurer_mode|Adventurer Mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the hard way]].&lt;br /&gt;
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Dwarves will never have [[preferences|preference]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
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==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently from enemies.&lt;br /&gt;
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==Defending your fort against werebeasts==&lt;br /&gt;
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If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days, during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
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Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
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===Infection===&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a humanoid is bitten by a werebeast, and the bite tears fat, skin, or muscle, there is a risk that the said humanoid becomes infected. If infected, the humanoid will become a werebeast at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts while animals, [[vampire]]s and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
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There is no cure. To protect your other dwarves, you should either keep the infected dwarf in an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill them.&lt;br /&gt;
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Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
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Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
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==Infecting your entire fort==&lt;br /&gt;
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Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
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'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
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There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.&lt;br /&gt;
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One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
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Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
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The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
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==Werebeast military==&lt;br /&gt;
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A somewhat less drastic (though potentially even more [[fun]]) option is to start a Werebeast super-soldier breeding program. Some Werebeasts can hold and use weapons in Wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the Wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
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Were-soldiers are mostly useful when their Wereform is of the variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers for example can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in Wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their Wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
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Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
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Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
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An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from Wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
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The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
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==Transformation dates==&lt;br /&gt;
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There are exactly thirteen full moons in [[Calendar|a Dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
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*25th granite (XX-01-25)&lt;br /&gt;
*23rd slate (XX-02-23) &lt;br /&gt;
*21st felsite (XX-03-21)&lt;br /&gt;
*19th hematite (XX-04-19)&lt;br /&gt;
*17th malachite (XX-05-17)&lt;br /&gt;
*15th galena (XX-06-15)&lt;br /&gt;
*13th limestone (XX-07-13)&lt;br /&gt;
*11th sandstone (XX-08-11)&lt;br /&gt;
*8th timber (XX-09-08)&lt;br /&gt;
*6th moonstone (XX-10-06)&lt;br /&gt;
*4th opal (XX-11-04)&lt;br /&gt;
*2nd obsidian (XX-12-02)&lt;br /&gt;
*28th obsidian (XX-12-28)&lt;br /&gt;
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==Werebeasts in Adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
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===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
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Note if you select a form for its advantages: The werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
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{{new in v0.42}}&lt;br /&gt;
'''As of v42''' : it is now additionally possible to become a werebeast by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either Werebeast or [[DF2014:Vampire|Vampirism]]. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)&lt;br /&gt;
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If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
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===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
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'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
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* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
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* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
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{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
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|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&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;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&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;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&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;
	[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;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Werelizard&amp;diff=235051</id>
		<title>DF2014:Werelizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Werelizard&amp;diff=235051"/>
		<updated>2018-02-05T05:45:18Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Redirected page to Werebeast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Werebeast]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=234919</id>
		<title>Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=234919"/>
		<updated>2018-01-30T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Trainable war/hunting animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:39, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Train large animal&lt;br /&gt;
* Train small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The Animal [[status]] tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame, trained, or trainable (and that belong to your civilization). Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab. There is no way to tame a specific type of vermin.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. It's a bit counterintuitive but only taming vermin requires a [[kennel]].&lt;br /&gt;
&lt;br /&gt;
== Domesticating wild animals ==&lt;br /&gt;
=== Capture ===&lt;br /&gt;
In order to train an animal you must first have an animal to train, so before you can do any training you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]], or biomes if your fortress overlaps multiple [[region]]s.&lt;br /&gt;
&lt;br /&gt;
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive capturing passing creatures is a little easier; on the other hand you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.&lt;br /&gt;
&lt;br /&gt;
Just because you have a creature stowed away in your cages [[stockpile]] does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or animalmen), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train see [[live training]] and [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{| style=&amp;quot;text-align:center; float:right; margin:8px;&amp;quot; class=wikitable&lt;br /&gt;
! '''Designation'''&lt;br /&gt;
! '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Wild || Not Tame&lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.&lt;br /&gt;
&lt;br /&gt;
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).&lt;br /&gt;
&lt;br /&gt;
A notable exception from &amp;quot;training levels&amp;quot; are animals which are a member of a species your civilization already has domesticated. Only few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.&lt;br /&gt;
&lt;br /&gt;
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult to train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that &amp;lt;tt&amp;gt;[GRAZER]&amp;lt;/tt&amp;gt; animals need a pasture to survive, and will die if left to linger in a cage for too long.&lt;br /&gt;
&lt;br /&gt;
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet value less than a hundred are easy to train, those with values in the hundreds take some effort and a few years to train well, and creatures with pet values in the thousands such as [[dragon]]s are very slow to train.&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.&lt;br /&gt;
&lt;br /&gt;
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. This has no effect on gameplay within your fortress, but is conjectured to reduce training barriers for future fortresses established by your civilization. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually &amp;quot;civilization-level&amp;quot; domesticate a species.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become &amp;quot;friendly&amp;quot; and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%; align:center&amp;quot;&lt;br /&gt;
! Announcement&lt;br /&gt;
! Training level in {{k|z}} screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}&lt;br /&gt;
| {{DFtext|A few facts|red}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}&lt;br /&gt;
| {{DFtext|General familiarity|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Knowledgeable|white}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Expert|cyan}}&lt;br /&gt;
|-&lt;br /&gt;
| {{center|-}}&lt;br /&gt;
|{{DFtext|Domesticated|lime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taming children ===&lt;br /&gt;
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully domesticated population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.&lt;br /&gt;
&lt;br /&gt;
Animals born from a partially trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this &amp;quot;inherited&amp;quot; training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.&lt;br /&gt;
&lt;br /&gt;
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be domesticated, and once the young animal grows up the opportunity for domestication will no longer be available.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a domesticated population at the cost of removing a source of experience from your trainers.&lt;br /&gt;
&lt;br /&gt;
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live births or by laying and incubating [[egg]]s. Child-rearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated. The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; The resultant children will have the taming status of their mother when they were ''laid'', not hatched.&lt;br /&gt;
&lt;br /&gt;
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s, [[dragon]]s and [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
==Animal AI==&lt;br /&gt;
If a trained animal is &amp;quot;stray&amp;quot;, that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for fortress defense. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.&lt;br /&gt;
&lt;br /&gt;
A pet or work animal will follow its owner if it's not assigned to a pasture.&lt;br /&gt;
&lt;br /&gt;
==Hunting/War Training==&lt;br /&gt;
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] ({{k|i}}-{{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}-{{k|Enter}}) and find your trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training or {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task.&lt;br /&gt;
&lt;br /&gt;
Some domesticated animal children, such as puppies, are unable to be trained until they reach adulthood, at which point the only need hunting/war training once in their training zone.&lt;br /&gt;
&lt;br /&gt;
===Train a hunting animal===&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
=== Train a war animal ===&lt;br /&gt;
Requires: An [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} (or {{token|TRAINABLE_WAR|c}}, although no such animals exist, as currently all war-trainable animals can be trained for hunting as well and are under the inclusive {{token|TRAINABLE|c}} tag), an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are assigned the same way as hunting animals ({{k|v}}-select dwarf-{{k|p}}-{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
== Bonding ==&lt;br /&gt;
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
== Trainable war/hunting animals ==&lt;br /&gt;
The following creatures can be trained into war or hunting animals once they are tamed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size (cm³)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
|Too small&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|†&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bobcat]]&lt;br /&gt;
|256,320&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant mandrill]]&lt;br /&gt;
|341,800&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lynx]]&lt;br /&gt;
|377,750&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant ocelot]]&lt;br /&gt;
|377,750&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|☼ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant grizzly bear]]&lt;br /&gt;
|1,700,000&lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|☼ ♪ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant polar bear]]&lt;br /&gt;
|3,268,000&lt;br /&gt;
|☼ &lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|☼ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|☼ `&lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|☼ ♪ ` [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant rhinoceros]]&lt;br /&gt;
|24,000,000&lt;br /&gt;
|☼ ♪ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|☼ ` [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant elephant]]&lt;br /&gt;
|40,000,000&lt;br /&gt;
|☼ ‼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:☼ — ''Recommended choice for armies due to their great size.''&amp;lt;!-- size ≥ trolls (250k) --&amp;gt;&lt;br /&gt;
:† — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''&lt;br /&gt;
:^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''&lt;br /&gt;
:♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''&amp;lt;!-- spd ≥ 50 kph or flight --&amp;gt;&lt;br /&gt;
:‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
:` — ''Offspring are born adults and cannot be fully tamed''&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&lt;br /&gt;
&lt;br /&gt;
==Training water creatures==&lt;br /&gt;
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of more interesting bugs in the game: [[ghost]] trainers.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127659 3]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.&lt;br /&gt;
&lt;br /&gt;
==Training hostile creatures==&lt;br /&gt;
&lt;br /&gt;
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts &amp;lt;s&amp;gt;amusingly&amp;lt;/s&amp;gt; disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.&lt;br /&gt;
&lt;br /&gt;
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.&lt;br /&gt;
&lt;br /&gt;
==Handling dangerous creatures==&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the &amp;quot;chain large creature&amp;quot; and &amp;quot;cage large creature&amp;quot; jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.&lt;br /&gt;
&lt;br /&gt;
==Taming vermin==&lt;br /&gt;
&lt;br /&gt;
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a kennel. Unlike animals, vermin do not have training levels. They are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin so rarely will they be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame cave spiders don't spin webs. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.&lt;br /&gt;
&lt;br /&gt;
==Taming intelligent creatures==&lt;br /&gt;
&lt;br /&gt;
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.&lt;br /&gt;
&lt;br /&gt;
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. One trained, they will be subject to hunger, thirst and drowsiness and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].&lt;br /&gt;
&lt;br /&gt;
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might be not be possible to view the creatures thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.&lt;br /&gt;
&lt;br /&gt;
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war and then assign them to one of your dwarves they will obtain a name. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.&lt;br /&gt;
&lt;br /&gt;
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending of how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.&lt;br /&gt;
&lt;br /&gt;
A trained intelligent creature will only become fully controllable if it applies to [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply to citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying to citizenship requires verification.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}&lt;br /&gt;
&lt;br /&gt;
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}&lt;br /&gt;
&lt;br /&gt;
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}&lt;br /&gt;
&lt;br /&gt;
* Animals will become distracted over time, stopping them from performing their functions {{bug|9567}}&lt;br /&gt;
&lt;br /&gt;
* Creatures lacking [CHILD] tag will be impossible to tame. {{bug|7983}} You can work around this by adding [CHILD:X][GENERAL_CHILD_NAME:Y:Z] to the raws for that animal. Replace X with years creature is a child, Y with creature child name and Z with the plural version of the name. Example (chicken): [CHILD:1][GENERAL_CHILD_NAME:chick:chicks] &lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=234918</id>
		<title>Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=234918"/>
		<updated>2018-01-30T21:23:24Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Trainable war/hunting animals */ Added a note as to which species are born adults. If it has a child name tag but no child age tag, is it born an adult?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:39, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Train large animal&lt;br /&gt;
* Train small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The Animal [[status]] tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame, trained, or trainable (and that belong to your civilization). Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab. There is no way to tame a specific type of vermin.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. It's a bit counterintuitive but only taming vermin requires a [[kennel]].&lt;br /&gt;
&lt;br /&gt;
== Domesticating wild animals ==&lt;br /&gt;
=== Capture ===&lt;br /&gt;
In order to train an animal you must first have an animal to train, so before you can do any training you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]], or biomes if your fortress overlaps multiple [[region]]s.&lt;br /&gt;
&lt;br /&gt;
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive capturing passing creatures is a little easier; on the other hand you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.&lt;br /&gt;
&lt;br /&gt;
Just because you have a creature stowed away in your cages [[stockpile]] does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or animalmen), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train see [[live training]] and [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{| style=&amp;quot;text-align:center; float:right; margin:8px;&amp;quot; class=wikitable&lt;br /&gt;
! '''Designation'''&lt;br /&gt;
! '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Wild || Not Tame&lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.&lt;br /&gt;
&lt;br /&gt;
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).&lt;br /&gt;
&lt;br /&gt;
A notable exception from &amp;quot;training levels&amp;quot; are animals which are a member of a species your civilization already has domesticated. Only few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.&lt;br /&gt;
&lt;br /&gt;
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult to train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that &amp;lt;tt&amp;gt;[GRAZER]&amp;lt;/tt&amp;gt; animals need a pasture to survive, and will die if left to linger in a cage for too long.&lt;br /&gt;
&lt;br /&gt;
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet value less than a hundred are easy to train, those with values in the hundreds take some effort and a few years to train well, and creatures with pet values in the thousands such as [[dragon]]s are very slow to train.&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.&lt;br /&gt;
&lt;br /&gt;
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. This has no effect on gameplay within your fortress, but is conjectured to reduce training barriers for future fortresses established by your civilization. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually &amp;quot;civilization-level&amp;quot; domesticate a species.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become &amp;quot;friendly&amp;quot; and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%; align:center&amp;quot;&lt;br /&gt;
! Announcement&lt;br /&gt;
! Training level in {{k|z}} screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}&lt;br /&gt;
| {{DFtext|A few facts|red}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}&lt;br /&gt;
| {{DFtext|General familiarity|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Knowledgeable|white}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Expert|cyan}}&lt;br /&gt;
|-&lt;br /&gt;
| {{center|-}}&lt;br /&gt;
|{{DFtext|Domesticated|lime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taming children ===&lt;br /&gt;
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully domesticated population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.&lt;br /&gt;
&lt;br /&gt;
Animals born from a partially trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this &amp;quot;inherited&amp;quot; training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.&lt;br /&gt;
&lt;br /&gt;
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be domesticated, and once the young animal grows up the opportunity for domestication will no longer be available.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a domesticated population at the cost of removing a source of experience from your trainers.&lt;br /&gt;
&lt;br /&gt;
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live births or by laying and incubating [[egg]]s. Child-rearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated. The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; The resultant children will have the taming status of their mother when they were ''laid'', not hatched.&lt;br /&gt;
&lt;br /&gt;
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s, [[dragon]]s and [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
==Animal AI==&lt;br /&gt;
If a trained animal is &amp;quot;stray&amp;quot;, that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for fortress defense. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.&lt;br /&gt;
&lt;br /&gt;
A pet or work animal will follow its owner if it's not assigned to a pasture.&lt;br /&gt;
&lt;br /&gt;
==Hunting/War Training==&lt;br /&gt;
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] ({{k|i}}-{{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}-{{k|Enter}}) and find your trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training or {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task.&lt;br /&gt;
&lt;br /&gt;
Some domesticated animal children, such as puppies, are unable to be trained until they reach adulthood, at which point the only need hunting/war training once in their training zone.&lt;br /&gt;
&lt;br /&gt;
===Train a hunting animal===&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
=== Train a war animal ===&lt;br /&gt;
Requires: An [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} (or {{token|TRAINABLE_WAR|c}}, although no such animals exist, as currently all war-trainable animals can be trained for hunting as well and are under the inclusive {{token|TRAINABLE|c}} tag), an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are assigned the same way as hunting animals ({{k|v}}-select dwarf-{{k|p}}-{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
== Bonding ==&lt;br /&gt;
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
== Trainable war/hunting animals ==&lt;br /&gt;
The following creatures can be trained into war or hunting animals once they are tamed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size (cm³)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
|Too small&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|†&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bobcat]]&lt;br /&gt;
|256,320&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant mandrill]]&lt;br /&gt;
|341,800&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lynx]]&lt;br /&gt;
|377,750&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant ocelot]]&lt;br /&gt;
|377,750&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|☼ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant grizzly bear]]&lt;br /&gt;
|1,700,000&lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|☼ ♪ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant polar bear]]&lt;br /&gt;
|3,268,000&lt;br /&gt;
|☼ &lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|☼ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|☼ *&lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|☼ ♪ *[[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant rhinoceros]]&lt;br /&gt;
|24,000,000&lt;br /&gt;
|☼ ♪ ‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|☼ *[[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant elephant]]&lt;br /&gt;
|40,000,000&lt;br /&gt;
|☼ ‼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:☼ — ''Recommended choice for armies due to their great size.''&amp;lt;!-- size ≥ trolls (250k) --&amp;gt;&lt;br /&gt;
:† — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''&lt;br /&gt;
:^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''&lt;br /&gt;
:♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''&amp;lt;!-- spd ≥ 50 kph or flight --&amp;gt;&lt;br /&gt;
:‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
:* — ''Offspring are born adults and cannot be fully tamed''&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&lt;br /&gt;
&lt;br /&gt;
==Training water creatures==&lt;br /&gt;
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of more interesting bugs in the game: [[ghost]] trainers.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127659 3]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.&lt;br /&gt;
&lt;br /&gt;
==Training hostile creatures==&lt;br /&gt;
&lt;br /&gt;
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts &amp;lt;s&amp;gt;amusingly&amp;lt;/s&amp;gt; disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.&lt;br /&gt;
&lt;br /&gt;
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.&lt;br /&gt;
&lt;br /&gt;
==Handling dangerous creatures==&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the &amp;quot;chain large creature&amp;quot; and &amp;quot;cage large creature&amp;quot; jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.&lt;br /&gt;
&lt;br /&gt;
==Taming vermin==&lt;br /&gt;
&lt;br /&gt;
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a kennel. Unlike animals, vermin do not have training levels. They are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin so rarely will they be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame cave spiders don't spin webs. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.&lt;br /&gt;
&lt;br /&gt;
==Taming intelligent creatures==&lt;br /&gt;
&lt;br /&gt;
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.&lt;br /&gt;
&lt;br /&gt;
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. One trained, they will be subject to hunger, thirst and drowsiness and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].&lt;br /&gt;
&lt;br /&gt;
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might be not be possible to view the creatures thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.&lt;br /&gt;
&lt;br /&gt;
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war and then assign them to one of your dwarves they will obtain a name. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.&lt;br /&gt;
&lt;br /&gt;
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending of how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.&lt;br /&gt;
&lt;br /&gt;
A trained intelligent creature will only become fully controllable if it applies to [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply to citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying to citizenship requires verification.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}&lt;br /&gt;
&lt;br /&gt;
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}&lt;br /&gt;
&lt;br /&gt;
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}&lt;br /&gt;
&lt;br /&gt;
* Animals will become distracted over time, stopping them from performing their functions {{bug|9567}}&lt;br /&gt;
&lt;br /&gt;
* Creatures lacking [CHILD] tag will be impossible to tame. {{bug|7983}} You can work around this by adding [CHILD:X][GENERAL_CHILD_NAME:Y:Z] to the raws for that animal. Replace X with years creature is a child, Y with creature child name and Z with the plural version of the name. Example (chicken): [CHILD:1][GENERAL_CHILD_NAME:chick:chicks] &lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Paralyzoid&amp;diff=234748</id>
		<title>User:Paralyzoid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Paralyzoid&amp;diff=234748"/>
		<updated>2018-01-15T19:22:12Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Created page with &amp;quot;&amp;quot;Be precise in everything you do.&amp;quot;  Paralyzoid likes pyrite, gold, marble, battle axes, mail shirts, giant cave spiders for their mystery, and turkeys for their gobble. When p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Be precise in everything you do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Paralyzoid likes pyrite, gold, marble, battle axes, mail shirts, giant cave spiders for their mystery, and turkeys for their gobble. When possible, he prefers to consume turkey and apple cider.&lt;br /&gt;
&lt;br /&gt;
A medium-size creature prone to great ambition.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kestrel&amp;diff=234747</id>
		<title>Kestrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kestrel&amp;diff=234747"/>
		<updated>2018-01-15T19:13:26Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Fixed typo: skill =&amp;gt; skull&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:15, 18 March 2013 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Kestrels''' are a species of [[Creature|bird]] found in a number of different [[biome]]s. They appear individually and are entirely benign, doing little but fly through the air aimlessly. They are one of the smallest animals in the game who aren't outright [[vermin]], making them harmless to all but the most unlucky of [[dwarves]]. All kestrels are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Kestrels can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into cheap [[pet]]s. Hunted kestrels are too small to be [[butcher]]ed and slaughtered trained ones will only yield a [[skull]], making them useless for a [[meat industry]], though their females can be placed in a [[nest box]] to lay a small amount of [[egg]]s. While they're a type of falcon, kestrels don't share the same vermin-hunting abilities of the [[peregrine falcon]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] kestrels for their ''coloration'' and their ''hunting prowess''.&lt;br /&gt;
&lt;br /&gt;
[[File:Common Kestrel 1.jpg|thumb|center|400px|Admired for its ''hunting prowess''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pig_iron&amp;diff=234628</id>
		<title>Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pig_iron&amp;diff=234628"/>
		<updated>2018-01-06T06:11:57Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: I tried to make a pig iron table and throne for my new baron and it didn't work out. Thought I'd add this tidbit of info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|15:22, 2 February 2015 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Pig iron&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:7:1&lt;br /&gt;
|color2=7:0:1&lt;br /&gt;
|tile2=•&lt;br /&gt;
|color3=0:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Flux]] [[stone]]&lt;br /&gt;
* 1 [[Fuel|Coal]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12106}}&lt;br /&gt;
* [[Boiling point]] {{ct|13968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig iron''' bars can be created at a [[smelter]] by a dwarf with the [[Furnace_operator|furnace operating]] labor activated.&lt;br /&gt;
&lt;br /&gt;
The recipe for pig iron is: one [[iron]] [[bar]], one [[flux]] material and one [[fuel]] create one pig iron bar. Note that this fuel is part of the reaction.You will need another item of fuel (coke or charcoal, but ''not'' wood) to heat the smelter unless you're using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
Pig iron is mainly used as a component in the manufacture of [[steel]] but can also be used for buildings and constructions that allow bars and have no restrictions on what type of [[Bar|bars]] to use; however, it cannot be used to make any other products. Dwarves can have a [[preference]] for pig iron and will be happier in a room whose floors and walls are made of it. Keeping a few spare pig iron bars may be marginally useful for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
After years of extensive dwarven research, scientists have concluded that no, pig iron is not related to pigs in any way, and is therefore impossible to craft into ☼steel bacon☼.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = thuveg datan | elvish = sano icori | goblin = dul dusna | human = pum uzin}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Density&amp;diff=234612</id>
		<title>Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Density&amp;diff=234612"/>
		<updated>2018-01-04T20:02:55Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Added tin and nickel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:11, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Density''' is a [[material]] property that, along with the volume of the object, affects the [[weight]] of an object made from the [[material]].&lt;br /&gt;
&lt;br /&gt;
Density influences weight, and tests show that weight affects how much damage blunt-force [[weapon|weapons]] do. Additionally, lightweight edged weapons or attacking parts made of certain materials seem to have difficulty piercing tissue layers. Apparently, density in Dwarf Fortress is in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*. Density also affects fall damage. DF simulates falling by shooting the ground at you, so denser floors do more damage.&lt;br /&gt;
&lt;br /&gt;
: ''(* For example, in the real world, the density of pure gold is 19.32 grams/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which works out to be 19,320 kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, the same numeric value as the density of DF Gold (see table below).)''&lt;br /&gt;
== Density of some materials ==&lt;br /&gt;
&lt;br /&gt;
Note that not all forms of items are the same size, and so are not comparable when considering actual [[weight]] for practical applications, such as a [[Trap#Stone-fall_trap|door prize]]. A [[stone]] (including raw ore) has a size of 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and a [[log]] of wood 5,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, while a [[bar]] of metal ''(or a block of stone or wood)'' have a size of only 600 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, a difference of ~16.67:1 for stone vs. metals, or ~8.33:1 for wood vs. metals. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TABLE NEEDS A NEW COLUMN TO REFLECT THIS. CURRENT DATA IS MISLEADING w/ REGARD TO WEIGHT IN PRACTICAL APPLICATIONS.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Density&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Feather tree]]||Wood||100||Least dense wood, found only in dry, good biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Candlenut]]||Wood||140||Second least dense wood, found only in dry, tropical biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adamantine]]||Metal||200||Least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Raw adamantine]]||Stone||200||Least dense stone&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Kapok]]||Wood||260||Third least dense wood, found only in dry, tropical biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Custard-apple]]||Wood||360||Fourth least dense wood, found only in dry, tropical biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Willow]]||Wood||390||Fifth least dense wood, found in &amp;quot;wet&amp;quot; biomes, most widespread of &amp;quot;light&amp;quot; wood&lt;br /&gt;
|-&lt;br /&gt;
||[[Bone]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Silk]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Yarn]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Tunnel tube]]||Wood||500||Least dense [[underground]] wood, found only in caverns&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;typical&amp;quot; [[wood]]||Wood||600|| ''There are nearly about twenty varieties of wood at 600+/-20, about twenty (unlisted here) that weigh less,&amp;lt;br&amp;gt;and about twenty (unlisted here) that weigh more.  See [[Wood]] for a full list and discussion.''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mangrove]]||Wood||830||Densest wood found in wet, tropical biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]]||Wood||835||Densest wood found in dry, temperate biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]]||Wood||990||Densest &amp;quot;normal&amp;quot; wood, found only in dry, tropical biomes&lt;br /&gt;
|-	&lt;br /&gt;
|[[Divine metal]]||Metal||1000||Second least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Glumprong]]||Wood||1200||Densest above-ground wood ''(by far)'', found only in dry, evil biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood thorn]]||Wood||1250||Densest wood, underground, found only in caverns&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||Stone||1250&lt;br /&gt;
|-&lt;br /&gt;
|[[Jet]]||Stone||1320||Least dense non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthenware]]||Ceramic||1360&lt;br /&gt;
|-&lt;br /&gt;
|[[Plant fiber|Plant cloth]]||Organics||1520&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneware]]||Ceramic||2000&lt;br /&gt;
|-&lt;br /&gt;
|[[Saltpeter]]||Stone||2105&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrified wood]]||Stone||2200||Least dense &amp;quot;magma-safe&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]] relatives||Stone||2300&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]]||Stone||2320&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcelain]]||Ceramic||2403&lt;br /&gt;
|-&lt;br /&gt;
|[[Glass]]||Gem||2600&lt;br /&gt;
|-&lt;br /&gt;
|(General) [[stone]]||Stone||2670&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[gem]]||Gem||2670&lt;br /&gt;
|-&lt;br /&gt;
|[[Aluminum]]||Metal||2700||Least dense &amp;quot;normal&amp;quot; metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Limestone]]||Stone||2710&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble]]||Stone||2780&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcite]]||Stone||2930&lt;br /&gt;
|-&lt;br /&gt;
|[[Gem|Diamond]] (any)||Gem||3520&lt;br /&gt;
|-&lt;br /&gt;
|[[Cobaltite]]||Stone||6295&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinc]]||Metal||7135||&lt;br /&gt;
|-&lt;br /&gt;
|[[Tin]]||Metal||7280&lt;br /&gt;
|-&lt;br /&gt;
|[[Lay pewter]]||Metal||7280&lt;br /&gt;
|-&lt;br /&gt;
|[[Galena]]||Stone||7500|| Ore of [[lead]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pitchblende]]||Stone||7600||Most dense &amp;quot;magma-safe&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Cinnabar]]||Stone||8100||Densest non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||Metal||8250&lt;br /&gt;
|-&lt;br /&gt;
|[[Nickel]]||Metal||8800&lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||Metal||8930&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver]]||Metal||10490&lt;br /&gt;
|-&lt;br /&gt;
|[[Lead]]||Metal||11340|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Gold]]||Metal||19320&lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum]]||Metal||21400||Densest metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Native platinum]]||Stone||21400||Densest [[economic]] stone (and [[ore]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Slade]]||Stone||200,000&lt;br /&gt;
||Densest stone, difficult to mine, brutally slow to carry if you do&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ash_glaze&amp;diff=234538</id>
		<title>Ash glaze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ash_glaze&amp;diff=234538"/>
		<updated>2018-01-01T00:58:58Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|04:44, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Ash glaze''' is a type of [[glaze]] that can be applied to jugs, statues, large pots, and crafts made of stone or [[ceramic]]s. It is applied to these items by a [[glazer]] at a [[kiln]] or [[magma kiln]] by using a bar of [[ash]]. Ceramic [[barrel]]s, [[jug]]s, and [[pot]]s can be glazed to allow them to hold liquids.&lt;br /&gt;
&lt;br /&gt;
Unlike [[tin glaze]], the association between ash glaze and its source material is hardcoded into the game itself.&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[wikipedia:Ash glaze|Ash glaze]] on Wikipedia&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ibruk fikod | elvish = imeri fifí | goblin = usmdas ul | human = cish cango}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblin_christmas&amp;diff=234537</id>
		<title>Goblin christmas</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblin_christmas&amp;diff=234537"/>
		<updated>2018-01-01T00:54:08Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Another small clarification as to what Goblin Christmas is&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:57, 22 December 2014 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarf vs goblin crayon.jpg|thumb|220px|A dwarf celebrating Goblin Christmas (and getting those last-minute [[goblinite|presents]]), drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
&lt;br /&gt;
'''Goblin Christmas''' (sometimes also [[Elf|Elf Christmas]], but only if your dwarves have been ''very'' [[war|good]]) is the wonderful [[siege|time]] of year when [[siege|&amp;quot;A vile force of darkness has arrived and is unloading its goods!&amp;quot;]]. All the good little dwarves stay [[underground]] while [[Goblin|Goblin Claus]] leaves his treats in the [[trap]]-lined entrance to the fortress.  &lt;br /&gt;
&lt;br /&gt;
In the morning, when the all-clear is sounded, everyone rushes to the entryway, and gathers up the [[Goblinite]] for [[melt]]ing and the [[silk]] [[Clothing|sock]]s for [[decorate|decorating]] the magma fireplace.&lt;br /&gt;
&lt;br /&gt;
Don't be like the bad dwarves, who peek at their presents too early or leave the doors open for Goblin Claus to get in. [[Death|Bad things]] happen to those dwarves.&lt;br /&gt;
&lt;br /&gt;
Recently, Goblin Claus has returned to the tradition of the days of [[23a:Main Page|yore]], sending his [[Troll|helpers]] and making Goblin Christmas much more [[Fun]]. In rare occasions, [[Demon|Goblin Claus himself]] has been reported to make a personal appearance.&lt;br /&gt;
&lt;br /&gt;
[[Human|Human Christmas]] can also happen, but because of the more advanced nature of the Humanite it is often advised to take great care in receiving gifts from [[Human|Human Santa]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moat&amp;diff=234536</id>
		<title>Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moat&amp;diff=234536"/>
		<updated>2018-01-01T00:50:19Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: /* Amphibious/Fireimmune Enemies */ Adjusted positioning of links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A moat is a simple and universally applicable piece of [[defense design]], and often the first defense-oriented piece of engineering that players will embark upon. A basic moat is nothing more than a dug-out trench encircling your entrance with a single three-tile wide (for [[caravan]]s) [[bridge]] over it attached to a [[lever]]. In the event of an attack, the lever can be pulled and the bridge raised, forcing enemies to get creative.&lt;br /&gt;
&lt;br /&gt;
==Creating a moat==&lt;br /&gt;
&lt;br /&gt;
There are two ways to construct a moat. The first is to dig out the moat level and then channel down to it from the above. The second is to channel down to that level first and then remove all ramps. In both cases it is necessary to have either a [[ramp]] leading out of the moat or a sealed-off access tunnel, to avoid stranding your miners. If you absolutely must have an absolutely clean moat, the effect can be achieved by building a support, attaching a floor to it above the ramp in question, linking it to a lever, and then collapsing the support. The floor will fall down and obliterate the ramp. Consider the following diagram which demonstrates the construction of a moat:&lt;br /&gt;
&lt;br /&gt;
[[File:SafeChannelWithRamps.png]]&lt;br /&gt;
&lt;br /&gt;
==Defense considerations==&lt;br /&gt;
&lt;br /&gt;
===Climb-proofing your moat===&lt;br /&gt;
&lt;br /&gt;
These days, a goblin can just climb down a trench and climb right back out the other side. Here are a few strategies to prevent [[climb]]ing out of the trench:&lt;br /&gt;
&lt;br /&gt;
* 7/7 water at the bottom of the moat will drown many guests, and deter others.&lt;br /&gt;
* Magma is always appropriate.&lt;br /&gt;
* Cage, weapon, or repeating spike traps make it less likely that your enemies will survive crossing the trench.&lt;br /&gt;
* Block walls are difficult to climb, and smoothed natural walls are impossible to climb.&lt;br /&gt;
* An overhang or &amp;quot;lip&amp;quot; on the moat will prevent trapped enemies from climbing out of the moat on that side. The lip must protrude 2 tiles if made from walls, but only 1 tile if made from floors.&lt;br /&gt;
* Make sure your moat is of sufficient width that it can't be jumped over. Invaders aren't yet smart enough to do a running jump, but they can jump across a 1-tile gap.&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the effectiveness of a moat is the common tree. Two trees on opposite sides of a moat are as good as a bridge if their branches come within a tile of each other; and a tree growing at the bottom of a moat makes a mockery of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Trees at the bottom of the moat can be prevented by digging down far enough that there is no soil at the bottom of the trench, which has the side benefits of making an invader's slip into the moat [[Gravity|more deadly]] and increasing the distance necessary to climb back out afterward. Alternatively, pavement, constructions, and/or 7/7 water or magma will also prevent tree growth.&lt;br /&gt;
&lt;br /&gt;
There are two primary ways of preventing poorly-timed tree growth from compromising your moat: you can either pave a 4-tile-wide collar around the outside of the moat; or you can dig a moat so wide that trees on either side will be unable to reach each other.&lt;br /&gt;
&lt;br /&gt;
==Lethality Improvements==&lt;br /&gt;
&lt;br /&gt;
As one can guess, a moat can be filled with [[water]] to drown sentients, but filling it with [[magma]] is obviously far more dwarven. Although a dry moat is perfectly functional, doing so will render it more lethal to enemies that [[Dodger|slip]] in [[Trap|by accident]], especially if [[Menacing spike|something]] waits for them down below. This is a double-edged sword, however; you should make sure there are no dwarves standing on bridges when you pull levers, and have your military engage the enemy far from your moat.&lt;br /&gt;
&lt;br /&gt;
Another option is to have the moat empty, and use a [[floodgate]] controlled by a lever to fill the moat with water or magma during a siege.  Make a path through the moat for goblins to walk through, then flood it and drown them.  You can also add another floodgate and lever to drain the moat when the siege is over.  &lt;br /&gt;
&lt;br /&gt;
A moat can also be filled with dangerous animals, such as dogs, bears, [[alligator]]s or the ever-dreaded [[carp]]. This is most effective for dry or water-filled moats (since the animals will not kill the hapless dwarf than falls inside by accident, [[Fun|although he may just die of thirst inside it]]), but no one is stopping you from filling your magma moat with [[magma crab]]s.&lt;br /&gt;
&lt;br /&gt;
==Drawbacks==&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
&lt;br /&gt;
It's not that a moat is bad for morale, exactly; it's just that terrified dwarves tend not to look where they're fleeing. If a dwarf gets scared, it's just as likely to flee into the moat as it is into the fortress. Whether this is merely irritating or downright [[Fun]] will depend on how deadly the bottom of your moat is, and how easy it is to retrieve creatures stuck in it.&lt;br /&gt;
&lt;br /&gt;
===Amphibious/Fireimmune Enemies===&lt;br /&gt;
&lt;br /&gt;
It should be noted that water-filled moats can be easily crossed by natural [[Swimming|swimmers]] such as [[Creature token#A|amphibians]] and/or non-breathing creatures; this is ground for a hilarious bug{{Bug|926}} causing [[giant toad]]s to drown the [[elite]] goblins riding them as they path through your defences during a [[siege]]. Likewise, magma-filled moats will be ineffective against [[Fire|fire-immune]] creatures who don't need to breathe, although only [[dragon]]s and the [[fire imp|various]] [[magma crab|inhabitants]] [[magma man|of]] [[fire man|magma]] are actually immune to magma's heat, and dragons may just drown inside a magma moat.&lt;br /&gt;
&lt;br /&gt;
===Winter===&lt;br /&gt;
&lt;br /&gt;
Also note that if you fill the moat with water in a [[climate]] that [[Freezing|freezes]] during winter, the moat will become ineffective while the water in it has turned into [[ice]]. A deep moat filled only partway up with water will remain reasonably effective even during a freeze.&lt;br /&gt;
&lt;br /&gt;
===Ranged Enemies===&lt;br /&gt;
&lt;br /&gt;
A moat offers little protection against ranged enemies, and sending melee dwarves out across a bridge under enemy fire is foolhardy at best. You can surround the inside lip of your moat with [[fortification]]s and engage them in ranged combat, but [[elite]] ranged enemies will still be able to hit your marksdwarves through these defenses.&lt;br /&gt;
&lt;br /&gt;
===Flying Enemies===&lt;br /&gt;
&lt;br /&gt;
A moat offers no challenge to flying enemies, and should not be relied upon as a defense against them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Density&amp;diff=234531</id>
		<title>Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Density&amp;diff=234531"/>
		<updated>2017-12-31T08:14:59Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Changed galena category from &amp;quot;Metal&amp;quot; to &amp;quot;Stone&amp;quot;. Added zinc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:11, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Density''' is a [[material]] property that, along with the volume of the object, affects the [[weight]] of an object made from the [[material]].&lt;br /&gt;
&lt;br /&gt;
Density influences weight, and tests show that weight affects how much damage blunt-force [[weapon|weapons]] do. Additionally, lightweight edged weapons or attacking parts made of certain materials seem to have difficulty piercing tissue layers. Apparently, density in Dwarf Fortress is in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*. Density also affects fall damage. DF simulates falling by shooting the ground at you, so denser floors do more damage.&lt;br /&gt;
&lt;br /&gt;
: ''(* For example, in the real world, the density of pure gold is 19.32 grams/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which works out to be 19,320 kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, the same numeric value as the density of DF Gold (see table below).)''&lt;br /&gt;
== Density of some materials ==&lt;br /&gt;
&lt;br /&gt;
Note that not all forms of items are the same size, and so are not comparable when considering actual [[weight]] for practical applications, such as a [[Trap#Stone-fall_trap|door prize]]. A [[stone]] (including raw ore) has a size of 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and a [[log]] of wood 5,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, while a [[bar]] of metal ''(or a block of stone or wood)'' have a size of only 600 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, a difference of ~16.67:1 for stone vs. metals, or ~8.33:1 for wood vs. metals. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TABLE NEEDS A NEW COLUMN TO REFLECT THIS. CURRENT DATA IS MISLEADING w/ REGARD TO WEIGHT IN PRACTICAL APPLICATIONS.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Density&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Feather tree]]||Wood||100||Least dense wood, found only in dry, good biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Candlenut]]||Wood||140||Second least dense wood, found only in dry, tropical biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adamantine]]||Metal||200||Least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Raw adamantine]]||Stone||200||Least dense stone&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Kapok]]||Wood||260||Third least dense wood, found only in dry, tropical biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Willow]]||Wood||390||Fourth lightest, found in &amp;quot;wet&amp;quot; biomes, most widespread of &amp;quot;light&amp;quot; wood&lt;br /&gt;
|-&lt;br /&gt;
||[[Bone]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Silk]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Yarn]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Tunnel tube]]||Wood||500||Least dense [[underground]] wood, found only in caverns&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;typical&amp;quot; [[wood]]||Wood||600|| ''There are about 4 dozen varieties of wood at 600, about a dozen (unlisted here) that weigh less,&amp;lt;br&amp;gt;and a half-dozen (sim) that weigh more.  See [[Wood]] for a full list and discussion.''&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak]]||Wood||700||Densest &amp;quot;common&amp;quot; wood, temperate/dry&lt;br /&gt;
|-&lt;br /&gt;
|[[Mangrove]]||Wood||830||Densest &amp;quot;normal&amp;quot; wood, found only in wet swamp biomes&lt;br /&gt;
|-	&lt;br /&gt;
|[[Divine metal]]||Metal||1000||Second least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Glumprong]]||Wood||1200||Densest above-ground wood ''(by far)'', found only in dry, evil biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood thorn]]||Wood||1250||Densest wood, underground, found only in caverns&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||Stone||1250&lt;br /&gt;
|-&lt;br /&gt;
|[[Jet]]||Stone||1320||Least dense non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthenware]]||Ceramic||1360&lt;br /&gt;
|-&lt;br /&gt;
|[[Plant fiber|Plant cloth]]||Organics||1520&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneware]]||Ceramic||2000&lt;br /&gt;
|-&lt;br /&gt;
|[[Saltpeter]]||Stone||2105&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrified wood]]||Stone||2200||Least dense &amp;quot;magma-safe&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]] relatives||Stone||2300&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]]||Stone||2320&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcelain]]||Ceramic||2403&lt;br /&gt;
|-&lt;br /&gt;
|[[Glass]]||Gem||2600&lt;br /&gt;
|-&lt;br /&gt;
|(General) [[stone]]||Stone||2670&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[gem]]||Gem||2670&lt;br /&gt;
|-&lt;br /&gt;
|[[Aluminum]]||Metal||2700||Least dense &amp;quot;normal&amp;quot; metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Limestone]]||Stone||2710&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble]]||Stone||2780&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcite]]||Stone||2930&lt;br /&gt;
|-&lt;br /&gt;
|[[Gem|Diamond]] (any)||Gem||3520&lt;br /&gt;
|-&lt;br /&gt;
|[[Cobaltite]]||Stone||6295&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinc]]||Metal||7135||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lay pewter]]||Metal||7280&lt;br /&gt;
|-&lt;br /&gt;
|[[Galena]]||Stone||7500|| Ore of [[lead]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pitchblende]]||Stone||7600||Most dense &amp;quot;magma-safe&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Cinnabar]]||Stone||8100||Densest non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||Metal||8250&lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||Metal||8930&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver]]||Metal||10490&lt;br /&gt;
|-&lt;br /&gt;
|[[Lead]]||Metal||11340|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Gold]]||Metal||19320&lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum]]||Metal||21400||Densest metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Native platinum]]||Stone||21400||Densest [[economic]] stone (and [[ore]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Slade]]||Stone||200,000&lt;br /&gt;
||Densest stone, difficult to mine, brutally slow to carry if you do&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=234435</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=234435"/>
		<updated>2017-12-25T01:14:30Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Minor rewording. &amp;quot;Cloven asunder&amp;quot; is not &amp;quot;pulped&amp;quot;. (Also, bug might have occurred while submitting previous edit?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:26, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  If the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.  A creature with parts that were removed (i.e. exploded into gore, cloven asunder, torn into shreds, etc.) before death will be described as a &amp;quot;mangled corpse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and [[ivory|nails/hoofs]], as well as [[cartilage]], [[nervous tissue]], and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered. Being &amp;quot;mangled&amp;quot; does not affect a corpse's ability to be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Seeing body parts and corpses of sapient creatures can cause dwarfs with insufficient [[discipline]] to become horrified, leading them to canceling their current task and running away.&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=234434</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=234434"/>
		<updated>2017-12-25T01:13:47Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Minor rewording. &amp;quot;Cloven asunder&amp;quot; is not &amp;quot;pulped&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:26, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  If the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.  A creature with parts that were pulped (i.e. exploded into gore, cloven asunder, torn into shreds, etc.) before death will be described as a &amp;quot;mangled corpse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and [[ivory|nails/hoofs]], as well as [[cartilage]], [[nervous tissue]], and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered. Being &amp;quot;mangled&amp;quot; does not affect a corpse's ability to be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Seeing body parts and corpses of sapient creatures can cause dwarfs with insufficient [[discipline]] to become horrified, leading them to canceling their current task and running away.&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=234432</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=234432"/>
		<updated>2017-12-25T01:13:17Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Minor rewording. &amp;quot;Cloven asunder&amp;quot; is not &amp;quot;pulped&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:26, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  If the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.  A creature with parts that were removed (i.e. exploded into gore, cloven asunder, torn into shreds, etc.) before death will be described as a &amp;quot;mangled corpse&amp;quot;.&lt;br /&gt;
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Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
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[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and [[ivory|nails/hoofs]], as well as [[cartilage]], [[nervous tissue]], and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered. Being &amp;quot;mangled&amp;quot; does not affect a corpse's ability to be butchered.&lt;br /&gt;
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Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
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If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
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Seeing body parts and corpses of sapient creatures can cause dwarfs with insufficient [[discipline]] to become horrified, leading them to canceling their current task and running away.&lt;br /&gt;
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Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skeleton&amp;diff=234422</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skeleton&amp;diff=234422"/>
		<updated>2017-12-24T06:04:19Z</updated>

		<summary type="html">&lt;p&gt;Paralyzoid: Changed the redirect. Old redirect went to &amp;quot;undead&amp;quot;; skeletons are more commonly seen in decaying corpses, which are used for bone making.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Bone]]&lt;/div&gt;</summary>
		<author><name>Paralyzoid</name></author>
	</entry>
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