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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SGdYy409Ls</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-20T03:37:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Melt_item&amp;diff=169919</id>
		<title>v0.34 Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Melt_item&amp;diff=169919"/>
		<updated>2012-04-15T22:46:12Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These numbers are wildly inaccurate - I just saw an iron breastplate for 150, making that an item value of 15 and a per-bar cost of 17; weapons cost significantly more than indicated. Can I get confirmation on those? [[User:The Real Marauder|The Real Marauder]] 17:09, 27 March 2012 (UTC)&lt;br /&gt;
:It looks like the table is mostly unchanged since it was created for 40d, so it's quite possible the data is inaccurate. As long as you've taken quality into account as well as item and material (and trade agreements, if in fortress mode), whatever numbers you see can be used to update the table. Happy editing! --[[User:Timrem|Timrem]] 18:08, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I experimented with Giant Axe Blades: It costs 1 bar of metal to make, melting gives me 1.5 bars back. This is a 150% return, and a potentially endless source of metal. (34.07) Bug? --[[User:SGdYy409Ls|SGdYy409Ls]] 22:46, 15 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg&amp;diff=169517</id>
		<title>v0.34 Talk:Egg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Egg&amp;diff=169517"/>
		<updated>2012-04-05T20:50:45Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: Created page with &amp;quot;== Egg Hatching Time == I tested egg-hatching time with rocs: I modded them to be COMMON_DOMESTIC + PET - FANCIFUL, to get them at embark. I saved, put back the original raws (in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Egg Hatching Time ==&lt;br /&gt;
I tested egg-hatching time with rocs: I modded them to be COMMON_DOMESTIC + PET - FANCIFUL, to get them at embark. I saved, put back the original raws (in the save folder), then started my game and gave the rocs a few nestboxes. Egg Hatching Time was roughly one season. So I doubt, that hatching time has anything todo with egg size or MEGABEAST tag, as is speculated at some places. Since I put back the original raws, the rocs didn't have the COMMON_DOMESTIC or PET (but PET_EXOTIC) tag while they laid there eggs/hatched (Changing the raws of a running game this way works, doesn't it?).&lt;br /&gt;
&lt;br /&gt;
If there is more evidence suggesting that eggs always hatch after one season (provided they get fertilised), I suggest adding it to the article explicitely --[[User:SGdYy409Ls|SGdYy409Ls]] 20:50, 5 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Surroundings&amp;diff=168799</id>
		<title>v0.34:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Surroundings&amp;diff=168799"/>
		<updated>2012-03-28T20:46:55Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* Distinctive flora &amp;amp; fauna */  Added &amp;quot;good&amp;quot; grasses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:48, 4 October 2011 (UTC)}} {{av}}&lt;br /&gt;
&lt;br /&gt;
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal|animals]] and [[creatures]] which will appear in play within a given [[biome]].  It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in.  Again, it's important to check the specific biomes making up your site.  Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases.  Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
== Combinations of surroundings ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:including &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:0}}&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:0}}&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}}&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife depending on the area.  They can be quite dangerous depending on the region, holding anything from generally non-aggressive but physically powerful enemies such as [[gorilla]]s and [[elephant]]s to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landforms.  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[DF2012:Wild strawberry|wild strawberries]] and the like.&lt;br /&gt;
&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:including &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|1:1}}&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|3:1}}&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Good''' biomes tend to have less aggressive and weaker [[creatures]], except for the [[unicorn]]. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''.  &lt;br /&gt;
&lt;br /&gt;
=====Distinctive flora &amp;amp; fauna=====&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]], [[gorlak]]&lt;br /&gt;
* Plants: [[sun berry]], [[bubble bulb]], [[downy grass]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
&lt;br /&gt;
:including &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:0}}&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Evil''' regions are much more dangerous than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. [[Undead]] cannot be killed through conventional means (dismemberment reanimates the individual body parts, creating even more enemies than before) and must be either butchered and tanned or exposed to magma in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy.  Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Undead shrubs are useless for gathering, too. Even the [[DF2012:Evil weather|weather]] is dangerous, as the toxic rains and dangerous clouds of creeping murk inflict various syndromes on par with those of [[forgotten beast|forgotten beasts]], then immediately reanimate their corpses. Sometimes the rain is just &amp;quot;acrid&amp;quot; and will inflict nausea, a bad thought and a desire to wash. The most noticeable effect of this kind of rain is that murky pools will never refill.&lt;br /&gt;
Even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.  &lt;br /&gt;
&lt;br /&gt;
=====Distinctive flora &amp;amp; fauna=====&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[harpy]], [[troll]], [[strangler]], [[nightwing]], [[ice wolf]], [[blizzard man]], [[sea monster]], [[manera]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the &amp;quot;wildlife&amp;quot; (naturally occurring creatures) found therein.  Savage regions contain many giant versions of normal wildlife, as well as sentient humanoid versions.  A &amp;quot;Savage Good&amp;quot; region is called Joyous Wilds, a &amp;quot;Savage Neutral&amp;quot; region is called Untamed Wilds, and a &amp;quot;Savage Evil&amp;quot; region is called (and can be truly) Terrifying.&lt;br /&gt;
&lt;br /&gt;
=====Distinctive flora &amp;amp; fauna=====&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[Tree#List_of_Trees|highwood]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Importing_and_exporting_worlds&amp;diff=154653</id>
		<title>v0.34 Talk:Importing and exporting worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Importing_and_exporting_worlds&amp;diff=154653"/>
		<updated>2011-11-09T20:12:24Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* Getting saves from someone. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting saves from someone. ==&lt;br /&gt;
&lt;br /&gt;
Slightly outdated info? All the raws and even graphical sets are automatically copied to and stored inside each save directory now.--[[User:Another|Another]] 19:50, 4 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== page marked for deletion ==&lt;br /&gt;
8/11/11&lt;br /&gt;
I just did a google search for what I was looking for which landed me here.  This was exactly the info I was looking for to re-gen a world that I had really liked. I notice it is marked for deletion, just wanted to throw a comment that I found it very helpful, and in my opinion integrating it into the main wiki would be a better option than deletion. &lt;br /&gt;
&lt;br /&gt;
P.S. I have no idea if I am following protocol or anything in how this comment was made, sorry if not!&lt;br /&gt;
:The same for me here. I'd also recommend to leave the page there until the info is moved somewhere else. --[[User:SGdYy409Ls|SGdYy409Ls]] 20:12, 9 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=154253</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=154253"/>
		<updated>2011-11-07T11:57:11Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: Removed the part about corpses having to be in a refuse stockpile to be butchered. This is wrong. See discussion page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the cursor over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skin}}&lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather, {{L|Scale}}, and {{L|Chitin}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*There are currently some bugs relating to butchered products and {{L|clutter}}.&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Tamed animals that die of starvation seem to be unbutcherable, although those that die of old age may be butchered.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=154252</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=154252"/>
		<updated>2011-11-07T11:56:54Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* stockpile proximity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Confirmed that ivory crafts can be made with elephant or warthog - can't speak for walrus.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd offer that &amp;quot;craftable&amp;quot; could be another category for bones, skulls, skin, etc. - or, failing that, placing the useless items like cartilage into a &amp;quot;detrius&amp;quot; category.--[[User:Warlord255|Warlord255]] 14:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is also being discussed [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Template_madness|here]]. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:32, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm feathers empirically. Both Giant Eagles and Elk Birds yield feathers, which are currently cluttering up my butchers' shops. --[[User:Nimblewright|Nimblewright]] 16:50, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;br /&gt;
:::::My, one of my weapon traps &amp;quot;produced&amp;quot; a goat ''tail'', so combat produces quite a few items butchering does not. --[[User:Birthright|Birthright]] 00:23, 7 May 2010 (UTC)&lt;br /&gt;
:::::: Edged combat produces severed parts that can be butchered. The tail could be butchered for a small amount of meat and bone. A beak is already down to a component part that would be discarded on butchering, so what you see is what you get. [[User:Uzu Bash|Uzu Bash]] 02:23, 20 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The beast with 13 hearts==&lt;br /&gt;
So I recently killed a Forgotten Beast. It looks like we got him to the butcher's shop in time, despite a goblin siege. I now have 26 forgotten beast brains, 13 forgotten beast hearts, 80 forgotten beast intestines, and who knows what was cooked before I noticed this abnormality. So much for the idea that only one of each type of organ can be yielded. --[[User:Zombiejustice|Zombiejustice]] 16:11, 22 May 2010 (UTC)&lt;br /&gt;
:Butchering should be able to yield whatever the beast is made of, given that forgotten beasts are procedurally generated they can have athe amounts of identical organs. --[[User:MLegion|MLegion]] 16:23, 27 August 2010 (UTC)&lt;br /&gt;
:I think that some forgotten beasts just have really large hearts/brains/organs, which generate more than one &amp;quot;serving&amp;quot; when the organ is butchered.  I'd guess we would need confirmation from Toady on what it means.&lt;br /&gt;
&lt;br /&gt;
== stockpile proximity  ==&lt;br /&gt;
&lt;br /&gt;
I don't believe this is a factor for butchering. Lacking any configuration entries for forgotten beast corpses, these usually wind up in the same few general corpse stockpiles, only 25 tiles from one butcher shop, over 60 tiles from another, and over 250 tiles from a third. The furthest one bizarrely generates the job. Unless I catch it and forbid it while it's in the stockpile to manually re-assign the job (and sometimes even then,) a dwarf will crawl along with a 10k-15k corpse for game weeks to bring it to the most distant butchery. I've even seen dwarves switch the hauling job to another dwarf over halfway, and the second dwarf carry the same FB all the way back to a shop nearer the original pile. &lt;br /&gt;
&lt;br /&gt;
Based on the fact that none of the corpses or their products went to waste through all this inefficiency, I would guess that the rotting process is suspended, or at least greatly reduced, for tasked items. [[User:Uzu Bash|Uzu Bash]] 22:22, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== stockpile necessity ==&lt;br /&gt;
&lt;br /&gt;
It is not necessary for the corpse to be in a refuse stockpile for it to be butchered. A butcher will happily pick the corpse from the ground. (However not if the corpse is already scheduled for transportation). I tried this with a forgotten beast corpse which, for fear of syndromes, I sealed in a small room together with the butcher. --[[User:SGdYy409Ls|SGdYy409Ls]] 11:56, 7 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=154251</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=154251"/>
		<updated>2011-11-07T11:49:44Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: AFAIK Scale and Chitin cannot be tanned in 0.31.25. Changed the Info in the corresponding table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Butcher's shop&lt;br /&gt;
|key=u&lt;br /&gt;
|job=*{{L|Butcher|Butchery}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Butchery}}&lt;br /&gt;
*{{L|Small animal dissection}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Bone}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Skull}}&lt;br /&gt;
* {{L|Scale}}&lt;br /&gt;
* {{L|Hooves}}&lt;br /&gt;
* {{L|Ivory}}&lt;br /&gt;
* {{L|Tooth}}&lt;br /&gt;
* {{L|Hair}}&lt;br /&gt;
* {{L|Wool}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is used to butcher {{L|Tame animals|tame animals}}, corpses of certain slain animals, and to process skeletons of wild animals.  Tame animals can be designated for butchering either by pressing {{key|v}}, moving the cursor over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a '''refuse''' stockpile nearby beforehand.&lt;br /&gt;
&lt;br /&gt;
A butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Meat}} and {{L|Prepared organs}}&lt;br /&gt;
|Eaten raw or {{L|kitchen|cooked}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fat}}&lt;br /&gt;
|{{L|kitchen|Cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skull}}&lt;br /&gt;
|Crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Bone|Bones}}&lt;br /&gt;
|Crafting bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}, {{L|Horn}}s, {{L|Shell}}s, {{L|Nail}}s,{{L|Tooth|Teeth}}&lt;br /&gt;
|Used for {{L|crafts}} or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Skin}}&lt;br /&gt;
|Tanned into {{L|Leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}} &lt;br /&gt;
|Spun into {{L|thread}}, but not weaved into {{L|cloth}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Nervous tissue&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Feather, {{L|Scale}}, and {{L|Chitin}}&lt;br /&gt;
|Currently no uses. {{version|0.31.25}}&lt;br /&gt;
|-&lt;br /&gt;
|Wool&lt;br /&gt;
|Spun into {{L|Yarn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Butcher's Shop'''&lt;br /&gt;
&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back, or tame animals you chose for slaughter.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Produce meat for food.&lt;br /&gt;
*Produce skin for leather.&lt;br /&gt;
*Produce bones for bolts.&lt;br /&gt;
&lt;br /&gt;
==Helpful Strategies==&lt;br /&gt;
&lt;br /&gt;
=== Hauling and stockpile considerations ===&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile. For any jobs, such as cooking meat, rendering fat, and carving bones, the entire stack will become tasked and unavailable to other workshops.&lt;br /&gt;
&lt;br /&gt;
The initial corpse or body part must be in a stockpile close enough to the butcher's shop to automatically trigger the '''Butcher a dead animal''' job.  Similarly, there is a maximum distance for the [[Tanner's shop]] to notice a skin and automatically trigger a '''Tan a skin''' job.  It is not known precisely what &amp;quot;close enough&amp;quot; is, in either case.&lt;br /&gt;
&lt;br /&gt;
=== Clutter Reduction and Rotting Prevention ===&lt;br /&gt;
&lt;br /&gt;
A good way to cut down on clutter and to prevent your butchered animals from rotting is to build a Quantum Stockpile right by your butcher shops and then place a stockpile at the bottom. This way as meat is produced you can order it dumped into the stockpile so it is stored easily and will not rot.&lt;br /&gt;
To prevent rotten meat from producing miasma channel out a shaft above your butcher shops and build a wall around it on the surface. This way if meat rots it will not produce miasma.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A butcher's shop is operated by any dwarf with the 'butchery' {{L|labor}} enabled.&lt;br /&gt;
*Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be bone, skull, hoof, horn and the like (no meat, fat, prepared organs or skin).&lt;br /&gt;
*There are currently some bugs relating to butchered products and {{L|clutter}}.&lt;br /&gt;
*Partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
*You can't butcher vermin fish, that is done at the [[Fishery]]. But you can butcher underwater creatures. For instance, you can butcher 'Carp corpse', but you can't butcher 'Oyster'.&lt;br /&gt;
*Tamed animals that die of starvation seem to be unbutcherable, although those that die of old age may be butchered.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
:*{{L|Creature}} pages for butchering results.&lt;br /&gt;
:*{{L|Meat industry}}&lt;br /&gt;
:*{{L|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=153820</id>
		<title>v0.31 Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=153820"/>
		<updated>2011-10-24T09:48:47Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* Tree growth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tree growth ==&lt;br /&gt;
&lt;br /&gt;
Underground trees spawn in newly created suitable locations once their biome is uncovered. So far, this requires a Subterranean tile of soil, with a full soil wall underneath it. They do not spawn on subterranean soil tiles located above rock walls. From Toady's comments, I speculate that they will spawn on subterranean muddied tiles without a full soil wall beneath them. I have not tested this second hypothesis.[[User:The Architect|The Architect]] 05:53, 26 April 2010 (UTC)&lt;br /&gt;
:That would be entirely consistent with behavior from 0.28.181.40d. --[[User:Quietust|Quietust]] 12:52, 26 April 2010 (UTC)&lt;br /&gt;
::I have the surface level (z 0), then below that I have a whole z level of soil mined out (z -1).  Below that I have a whole z level of soil mined out (z -2).  Below that I have rock all mined out (z -3).  Plants grow on z -1, but not on z -2.  I think that confirms what you were saying. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:38, 26 April 2010 (UTC)&lt;br /&gt;
:::They will spwan quite happily on muddied areas of soil. This has happened on several maps I've played where I've flooded some farmland and access corridors, then found underground trees. They then grow on the muddied areas not covered by farm plots.--[[User:Nimblewright|Nimblewright]] 16:59, 1 May 2010 (UTC)&lt;br /&gt;
::::As of 0.31.25 the comments here might no longer be correct. See also http://www.bay12forums.com/smf/index.php?topic=93501.msg2630579#msg2630579. It seems that trees ''always'' grow on soil. No matter what tile is under it. --[[User:SGdYy409Ls|SGdYy409Ls]] 12:04, 23 September 2011 (UTC)&lt;br /&gt;
::::: I tried out tree growth very carefully now: {{version|0.31.25}}&lt;br /&gt;
:::::  • Aboveground trees grow only on soil, never on mud.&lt;br /&gt;
:::::  • Aboveground trees do not grow if the layer below is mined out. (Or grow after a long time only. Existing saplings will still grow, but no new saplings appear.)&lt;br /&gt;
:::::  • Underground trees do grow on soil and muddied rock.&lt;br /&gt;
:::::  • Underground trees do grow no matter what the layer below looks like.&lt;br /&gt;
:::::  • No plants (trees/shrubs) grow on muddied constructed floors. (But you still can place farm plots there).&lt;br /&gt;
:::::  • Saplings seem not to grow on a tile with items on it. &lt;br /&gt;
::::: --[[User:SGdYy409Ls|SGdYy409Ls]] 09:48, 24 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Any list yet of the colours of the wood, and the products thereof?&lt;br /&gt;
I know that at the very least, feather wood and the underground wood have different colours. --[[User:AndrDrew|AndrDrew]] 00:13, 6 May 2010&lt;br /&gt;
&lt;br /&gt;
'Saplings will not grow on a tile with items on it' Is this correct? In 40d saplings grew fine in occupied spaces but didn't mature into trees until the tile was cleared. --[[User:MLegion|MLegion]] 15:58, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erosion caused by cutting trees? ==&lt;br /&gt;
&lt;br /&gt;
So i embarked on a area that had 2 types of sand and was heavily forested. After i chopped down the trees near my wagon, the grass  tiles started to turn into sand ones, while the areas with small forest kept the grass.&lt;br /&gt;
&lt;br /&gt;
Erosion took a month or so.&lt;br /&gt;
: are you sure it's erosion, or is it just dwarves tracking over it often and trampling it, like how they do with saplings/bushes?--[[Special:Contributions/75.6.250.65|75.6.250.65]] 22:54, 28 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glumprongs Missing from New Version===&lt;br /&gt;
I cannot find Glumprongs anywhere and I only embark in evil areas. Please post if you have evidence that they exist in the new version.--[[Special:Contributions/74.77.203.51|74.77.203.51]] 10:48, 5 May 2011 (UTC)&lt;br /&gt;
:See {{bug|4133}}, this suggests the addition of grass in 0.31.19 has caused GOOD and EVIL plants to show up rarely or never. [[User:Hv|Hv]] 16:35, 22 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=153677</id>
		<title>v0.31:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=153677"/>
		<updated>2011-10-16T06:53:37Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* Obsidian formation */  Added information about using water from buckets for obsidian formation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{layerlookup/0}}{{av}}{{Quality|Exceptional|21:08, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;lt;span title=&amp;quot;or technically, volcanic glass&amp;quot;&amp;gt;{{L|stone}}&amp;lt;/span&amp;gt; that forms entire {{L|Stone#Stones forming entire layers|layer}}s.  Obsidian is also found surrounding magma pools and volcanoes, exactly 1 tile thick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is the also name of the twelfth month of the dwarven {{L|calendar}}, covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Obsidian can also be made into obsidian shortswords with one log at the craftsdwarf's workshop. If you embark on an obsidian {{L|mountain}} or manage to reach {{L|magma}} before finding metallic ores, these are good at first to defend your fort from early wolf and giant eagle attacks, but weak in comparison to any metal, having difficulty cutting even mundane animal hides. Note that, with the use of wood (presumably the handle), [[Elf|Elves]] will not accept obsidian swords in trade. &lt;br /&gt;
&lt;br /&gt;
Obsidian is the only rock that can be used to make stone-based weapons.&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
&lt;br /&gt;
Obsidian can be formed by mixing {{L|water}} and {{L|magma}}. This results in any tiles containing both {{L|water}} and {{L|magma}} to be replaced with obsidian, and produces a large amount of {{L|steam}}. When dumping water via a pond zone onto magma, the water has to fall free for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma). Otherwise only steam will be produced.&lt;br /&gt;
&lt;br /&gt;
Most non-{{L|magma-safe}} objects that were in the {{L|water}} or {{L|magma}} prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies although long exposure times to magma are suggested to ensure destruction. All {{L|magma-safe}} items will be entombed in the tile, and can be regained by mining it along with some magma-unsafe items if they happen to survive the process. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt before obsidian formation occurs. No instances of globs of molten metal surviving obsidian formation have been noted and also the survival seems to be occurring only on hard items (items made of metal/rock) as no clothing has as of yet survived obsidian casting. {{Verify}}&lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, making crafts, or construction.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Obsidian is not currently listed as an economic stone ({{key|z}} &amp;gt; stone). You cannot switch between &amp;quot;use&amp;quot; and &amp;quot;not use&amp;quot;, so you can only use obsidian for constructions if you embark in a biome with an obsidian layer. See the discussion page for a workaround. {{version|0.31.03}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Obsidian.jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=153676</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=153676"/>
		<updated>2011-10-16T06:42:23Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!--            Welcome to the sandbox!              *&lt;br /&gt;
*            Please leave this part alone            *&lt;br /&gt;
--&amp;gt;{{sandbox}}&amp;lt;!--&lt;br /&gt;
*        The page might be cleared regularly         *&lt;br /&gt;
*                We don't really know                *&lt;br /&gt;
*     Feel free to try your editing skills below     *&lt;br /&gt;
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0.31.25{{version|0.31.25}}&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=153675</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=153675"/>
		<updated>2011-10-16T06:40:59Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--            Welcome to the sandbox!              *&lt;br /&gt;
*            Please leave this part alone            *&lt;br /&gt;
--&amp;gt;{{sandbox}}&amp;lt;!--&lt;br /&gt;
*        The page might be cleared regularly         *&lt;br /&gt;
*                We don't really know                *&lt;br /&gt;
*     Feel free to try your editing skills below     *&lt;br /&gt;
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■--&amp;gt;&lt;br /&gt;
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0.31.25{{version:0.31.25}}&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=153674</id>
		<title>v0.31 Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=153674"/>
		<updated>2011-10-16T06:35:07Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: added comment: obsidian formation with buckets of water.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It looks like obsidian will still be used for constructing items out of stone- I'm staring at some obsidian mechanisms right now. I haven't checked yet if it works for items made at a mason's workshop. --[[User:Vaniver|Vaniver]] 21:24, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, what happens is that obsidian is just not being listed in the &amp;quot;economic stone&amp;quot; menu. If it is a layer in your starting location, it will be allowed for construction (green), if it is not a layer, it won't be allowed (red). Since it is not listed, you cannot switch between these two states. To allow obsidian to be listed, you have to remove its &amp;quot;max edge&amp;quot; tag from the raws. You can add it back after switching, and the game will remember its &amp;quot;cannot use&amp;quot; status. [[Special:Contributions/157.82.24.21|157.82.24.21]] 08:01, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Confirmed. I'm using mayday edition v0.31.08, and it worked like you described (thanks!). To clarify, the tag is [MAX_EDGE:20000] under [INORGANIC:OBSIDIAN] in the file data\save\regionX\raw\objects\inorganic_stone_layer.txt --[[Special:Contributions/83.183.240.185|83.183.240.185]] 18:24, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
im confuzed. whn i make rock short swords they show up as cedar short sword ect not obsidian short sword. it this correct? --gareth 10:26 08 June 2010&lt;br /&gt;
&lt;br /&gt;
v0.31.06 - Also seeing obsidian swords being created as random-wood swords. --awilson&lt;br /&gt;
&lt;br /&gt;
I was not able to make obsidian by dumping a bucket full of water onto magma. Instead I ended up with a 1/7 water tile. Not even any steam.--[[User:Passive Fist|Passive Fist]] 12:47, 3 July 2010 (UTC)&lt;br /&gt;
: Since I was confused by this: I was able to make obsidian by dumping a bucket full of water on lava. I had to have one extra z-level of open space between the pond zone and the lava though. Otherwise it would just produce steam.{{version|0.31.25}} --[[User:SGdYy409Ls|SGdYy409Ls]] 06:35, 16 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if I make an obsidian short sword, does it deal damage like a regular wooden sword or like the 40D obsidian short swords?&lt;br /&gt;
&lt;br /&gt;
: As obsidian. The bug is fixed as of v.x.16, btw.&lt;br /&gt;
&lt;br /&gt;
::The sword one may be, but the economic stone listing one isn't. Gaah, I wanted a road paved with obsidian blocks.&lt;br /&gt;
&lt;br /&gt;
== Magma-safe items ==&lt;br /&gt;
&lt;br /&gt;
I've gone ahead and edited the part about &amp;quot;all items being destroyed&amp;quot; in a water+magma reaction tile. Magma-safe items are not destroyed, but are entombed within the tile. If the tile is mined, the items will re-appear. This is quite easy to test. --Heavenfall&lt;br /&gt;
&lt;br /&gt;
''This could be quite useful for [[trap]]s. --GaxkangtheUnbound''&lt;br /&gt;
&lt;br /&gt;
I actually just entombed a group of caged goblin invaders in my obsidian farm and I was surprised to find a copper cage and most of the goblins copper items when I mined out the following obsidian. AS I'm running an unmodified DF I'm changing the text to show that not even all magma un-safe items are destroyed. --[[User:Egodeus|Egodeus]] 14:53, 29 May 2011 (UTC)&lt;br /&gt;
:I've observed that copper and bronze usually survives brief magma-baths, but silver almost always melts if left in too long. It might be due to other material properties. --[[User:Quietust|Quietust]] 16:00, 29 May 2011 (UTC)&lt;br /&gt;
::Bones can survive entombing, especially if you flood the creatures with water and then cover them with magma, not the other way. --[[User:Someone-else|Someone-else]] 16:37, 29 May 2011 (UTC)&lt;br /&gt;
:::I'll consider it verified and remove the verify tag. --[[User:Egodeus|Egodeus]] 13:56, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== effect on outside ==&lt;br /&gt;
If you cast obsidian outside for living space rather than stone&lt;br /&gt;
then does the tile become inside and/or subterranean again since there's a &amp;quot;natural wall&amp;quot; above it? &lt;br /&gt;
[[User:Cpad|Cpad]] 07:17, 24 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting obsidian ==&lt;br /&gt;
&lt;br /&gt;
I was in the middle of making a flooding trap through an obsidian layer. I suddenly get the message that a section of the cavern has collapsed. I also see a combat report, which was the first time on that fortress. It mentioned the dwarf caught in the collapsing being caught in BOILING MAGMA. Eight times. Is this normal behaviour with obsidian, or a bug? -[[Special:Contributions/121.44.251.31|121.44.251.31]] 07:35, 27 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's a known bug. The game mistakenly labels the dust cloud generated by a [[cave-in]] as &amp;quot;boiling magma&amp;quot;. (The rock ''dust'' gets labeled as ''rock gas''. And, ''technically'', the material is roughly equivalent to [[magma mist]], minus the ''toxicity'' and lethally hot ''temperature''. Meaning, it's rock in a form that is neither liquid nor solid.) To wit:&lt;br /&gt;
::[http://www.bay12forums.com/smf/index.php?topic=74052.msg1840512#msg1840512 Boiling Magma where there is none]&lt;br /&gt;
:&amp;lt;blockquote&amp;gt;Cave-in dust is sometimes mistakenly labeled using the material's gas state rather than its solid powder state (i.e. it's equivalent to it saying &amp;quot;steam&amp;quot; instead of &amp;quot;snow&amp;quot;) - thus, while it may have said &amp;quot;boiling magma&amp;quot;, it actually meant &amp;quot;stone dust&amp;quot;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::[http://www.bay12forums.com/smf/index.php?topic=78002.msg2007085#msg2007085 The Bowyer has been caught in a cloud of boiling magma!]&lt;br /&gt;
:&amp;lt;blockquote&amp;gt;Don't worry, it's a known bug. The bowyer was hit by rock dust from the cave-in, but the dust uses the &amp;quot;gas&amp;quot; name of rock rather than the &amp;quot;powder&amp;quot; name. It isn't actually hot, but it can fling them through the air with some force.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:--[[User:Thundercraft|Thundercraft]] 19:39, 30 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Testing Arena ==&lt;br /&gt;
It seems impossible to outfit creatures with obsidian weapons in the object testing arena. Bug?&lt;br /&gt;
:--Shortzo 23:36, 20 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Legendary_artifact&amp;diff=153300</id>
		<title>v0.31 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Legendary_artifact&amp;diff=153300"/>
		<updated>2011-09-23T16:55:50Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* Artifacts and Magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pseudo-Artifact Weapon bug==&lt;br /&gt;
One of my swordsdwarves keeps RE-naming his (forgotten-beast-slaying) weapon. He's done it about seven times now. Bug, I'm guessing? --[[User:Zombiejustice|Zombiejustice]] 21:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Someone has already reported this on the tracker. I'm changing the init settings for announcements and forging through. --[[User:Zombiejustice|Zombiejustice]] 01:24, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Actual Artifact Bug?==&lt;br /&gt;
I went into my abandoned fortress for an artifact platinum axe. Wouldn't you? It was still in the forge. When I take it out, there is one in my hand... and one in the workshop. I cannot get another one (still printing the text for picking it up, just no duplicate axe). When I came back to the site later, I was able to take out the axe again.&lt;br /&gt;
&lt;br /&gt;
The above behavior I noticed in the previous version as well with an artifact high boot. The below, I don't remember _noticing_ before, though since the other example was armor, hard to be sure.&lt;br /&gt;
&lt;br /&gt;
The REAL problem, though, is that whenever, however I try to take it offsite, it disappears. Just... gone. I was able to kick significant tail while on the site (I had broken into a cavern), but when I fast travel away... gone. When I come back, pick the axe back up, and WALK away... gone. One step, I'm armed with pure choppy death; the next, oh, my bronze shield is my primary weapon, and soon enough my &amp;quot;misc. object user&amp;quot; skill is on the rise. Not cool. Any thoughts? &lt;br /&gt;
&lt;br /&gt;
Of course, I am also putting this on the bugtracker. --[[User:Zombiejustice|Zombiejustice]] 03:00, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Naming Artifact Bug?==&lt;br /&gt;
My dwarf named his artifact after himself. Never happend to me before, but it looks funny.&lt;br /&gt;
&lt;br /&gt;
[[File:He created himself.PNG]]--[[User:Niggy|Niggy]] 11:01, 25 May 2010 (UTC)&lt;br /&gt;
:Happens occasionally. Over the several fortresses I've run, I've had several narcissistic dwarves name their artifacts after themselves. --[[User:Quietust|Quietust]] 22:01, 23 August 2010 (UTC)&lt;br /&gt;
::Are there any factors which you have recognised that can add to the likelihood of this happening?[[User:Dsarker|Dsarker]] 12:39, 11 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
Urist McMandelbrot, Leatherworker made an artifact:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Fractal Artwork.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Atrifact contains image of itself. I wonder, is it a bug or just random magic? --[[User:Peregarrett|Peregarrett]] 12:22, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Its dwarven technic. The legendary legendary artifact &amp;quot;Planepacked&amp;quot; had 74 pictures of itself.--[[User:Niggy|Niggy]] 13:34, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Russian Art ==&lt;br /&gt;
&amp;quot;Price of Art&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Artifact_12769115963.jpg]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Igoreklim|igoreklim]] 05:55, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pseudo-Artifact Creation==&lt;br /&gt;
I just got my first named weapon: A no-quality steel battleaxe. This battleaxe has not been used to kill anything, though the naming dwarf has been using it in a [http://www.bay12forums.com/smf/index.php?topic=63528.0 danger room] for long enough to become legendary+4. It seems that naming weapons is based on use or time, not kills. [[Special:Contributions/71.111.201.233|71.111.201.233]] 07:55, 23 August 2010 (UTC)&lt;br /&gt;
:It's possible that time is one of the criteria, but getting a significant kill will make it happen a lot sooner - in my current fort, both a well-crafted bronze flail and a no-quality bismuth bronze short sword were both named immediately after they were each used to kill a forgotten beast. --[[User:Quietust|Quietust]] 21:59, 23 August 2010 (UTC)&lt;br /&gt;
::Can adventurers name weapons? --[[User:Overspeculated|Overspeculated]] 15:43, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== df crashed  ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
i wanted to post here that df (v0.31.14 with ironhand_df) crashed as i tried to watch the list with my artifacts.&lt;br /&gt;
But i couldnt duplicate the bug.&lt;br /&gt;
It happened just after the creation of an artifact.&lt;br /&gt;
&lt;br /&gt;
Dunno, perhaps someone should check if the bug appears more often i dont have the time at work;)&lt;br /&gt;
:Why bother posting this on a wiki talk page? Toady has a bug tracker for a reason, you know... --[[User:Quietust|Quietust]] 13:18, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== artifact use in buildings ==&lt;br /&gt;
&lt;br /&gt;
added the bit about using artifacts in buildings. From what I've seen, incorporating an artifact into a building multiplies its effect on fortress value by ''at least'' 3 - one dwarf turned out a massively valuable artifact millstone; building it into a millstone workshop resulted in both &amp;quot;architecture&amp;quot; and &amp;quot;displayed&amp;quot; values getting huge boosts. &lt;br /&gt;
&lt;br /&gt;
Now if only I could figure out how to put that legendary pine cup on display.... [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:40, 16 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limits, from DF talk ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/media/df_talk_7_transcript.html&lt;br /&gt;
&lt;br /&gt;
Rainseeker:	Now after the first one how often does that happen?&lt;br /&gt;
Toady:	After the first one it gets a little more complicated. The contributing factors after that ... It's no longer population, you have to have a dwarf available who hasn't made an artifact already ... and it looks at the items made, just how many items have you made in all of your workshops and any other way that it might happen - I think maybe even mined out stone counts - and then it takes that number and divides it by two hundred, and then it looks at your floor space, and evaluates how many unhidden squares there are, and divides that by some number - I think it's every two thousand unhidden squares, including the wilderness, so you get a starting buffer - and then it caps the items made by that so it's really the minimum of the items made and your floor space, except you need items made; floor space itself doesn't do it for you, but the items made gets compared to the floor space and it takes the smallest one, or it caps it, or whatever. In any case, it then subtracts the number of artifacts you've already made. So say you had, for instance, six hundred items made, divided by two hundred you get three, so that's three artifact credit; you've made enough items so that you can make three items. And let's say that you only had four thousand floor space, so divided by two thousand, that's two, so you actually only have two artifact credits. And say you've already made an artifact, now you have one artifact credit, so it goes ahead and lets you make an artifact. Then the next time it goes through if you haven't changed anything then you'd have no artifact credits left. Now this assumes that the artifact gets created successfully, so it's not like you're using up your chances or anything.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/213.134.175.225|213.134.175.225]] 21:59, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, that talk is more than a year out of date.  Population requirements, which Toady talks about earlier in the same talk, have been shown to either not exist, or not exist at the same numbers Toady talks about, in DF31.25.[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:19, 28 July 2011 (UTC)&lt;br /&gt;
::I've looked at a disassembly of the Strange Mood code, and I know for a fact that the item count check is still there, complete with the division by 200. I'd have to check again, but I'm pretty sure the population requirement is also there - it isn't a strict population check, but a check for a number of mood-eligible dwarves (i.e. dwarves that are still alive, aren't nobles/military, and haven't already had a strange mood). --[[User:Quietust|Quietust]] 01:29, 29 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fort abandonment/reclaim wrong? ==&lt;br /&gt;
&lt;br /&gt;
Artifacts don't seem to disappear in my experience. I abandoned a fort and visited it in adventure mode and found the artifacts. Perhaps if you reclaim a fort then it deletes all of the artifacts?? --[[User:Ral|Ral]] 23:48, 17 April 2011 (UTC)&lt;br /&gt;
:I can confirm it does NOT delete artifacts on a reclaim, however they appear to be unusable. [[User:Dsarker|Dsarker]] 11:20, 10 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitchy artifact trading ==&lt;br /&gt;
I managed to somehow recover an artifact scepter (one that had been ''lost'' by having fun with a siege, mind you, as the Artifact button didn't appear) and it actually ended up in a newly built trade depot. I found it at the bottom of the pile; it was a sh$#^y chalk scepter with granite studs or something worth 2400 dorfmids. I decided to trade it for some spare anvils and booze. I traded it, and guess what? It stayed there, at the bottom of MY part of the trade screen. So I decided to experiment and give it as a gift. That worked; it turned green and I couldn't offer it anymore.&lt;br /&gt;
&lt;br /&gt;
Game was never modded in any way, and heck, it was my first working fortress, too; it died with a spectacular 69 dwarves out of 82 total when my first siege came up.&lt;br /&gt;
&lt;br /&gt;
Has anyone else been able to trade their artifacts? If not, well, hey, now you know why you can't trade artifacts: you can trade them multiple times! --[[Special:Contributions/71.180.66.233|71.180.66.233]] 19:38, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact name &amp;amp; item predecided? ==&lt;br /&gt;
Have the mechanics of artifact creation changed from 40d so that Urist McWeaponsmith has decided ahead of time what he's going to create? I was very excited when he was the first strange mood I got, but I was hoping to get something actually usable and not this damned platinum pick. So I tried save scumming to when he's still collecting the resources but all I get is more platinum picks. :C&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/216.121.226.240|216.121.226.240]] 17:07, 18 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The name is decided upon at least when the dwarf begins work, maybe before that.  The item is not decided upon until it is completed, but if a dwarf has a preference for an item that would be a valid artifact for his moodtype, then he'll make that item predictably.  So if your fey weaponsmith likes picks, he's going to make a pick every single time, and save scumming won't change anything.  This can be used to your advantage, for instance, if you discover a weaponsmith that likes war hammers....[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:19, 28 July 2011 (UTC)&lt;br /&gt;
::Possessed dwarves will mutter the name of the artifact when listing their demands, so it's decided at least as early as when the workshop is claimed. If you can kill a moody dwarf before a workshop can be claimed, engrave a Memorial - if it says &amp;quot;Creator of [artifact name]&amp;quot; (despite the mood having failed), then it's conclusive evidence that the name is decided the instant the dwarf is taken by a mood. --[[User:Quietust|Quietust]] 01:24, 29 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Semi-artifact effectiveness ==&lt;br /&gt;
&lt;br /&gt;
Do semi-artifact weapons and armor (named ordinary weapons) get the same dice roll benefits as artifact ones? [[User:Rav|Rav]] 10:03, 5 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifacts and Magma ==&lt;br /&gt;
&lt;br /&gt;
I had a granite (not magma-safe) artifact floodgate. Placed it where magma should flow. Opened the floodgate to let magma in. Did not immediately check. On later check (when trying to close) I noticed that the floodgate was gone. Nothing happened to the lever. I am also pretty sure I used magma-safe material for all the mechanisms. (unsure whether this could matter). (0.31.25) --[[User:SGdYy409Ls|SGdYy409Ls]] 16:55, 23 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Legendary_artifact&amp;diff=153299</id>
		<title>v0.31 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Legendary_artifact&amp;diff=153299"/>
		<updated>2011-09-23T16:52:12Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pseudo-Artifact Weapon bug==&lt;br /&gt;
One of my swordsdwarves keeps RE-naming his (forgotten-beast-slaying) weapon. He's done it about seven times now. Bug, I'm guessing? --[[User:Zombiejustice|Zombiejustice]] 21:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Someone has already reported this on the tracker. I'm changing the init settings for announcements and forging through. --[[User:Zombiejustice|Zombiejustice]] 01:24, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Actual Artifact Bug?==&lt;br /&gt;
I went into my abandoned fortress for an artifact platinum axe. Wouldn't you? It was still in the forge. When I take it out, there is one in my hand... and one in the workshop. I cannot get another one (still printing the text for picking it up, just no duplicate axe). When I came back to the site later, I was able to take out the axe again.&lt;br /&gt;
&lt;br /&gt;
The above behavior I noticed in the previous version as well with an artifact high boot. The below, I don't remember _noticing_ before, though since the other example was armor, hard to be sure.&lt;br /&gt;
&lt;br /&gt;
The REAL problem, though, is that whenever, however I try to take it offsite, it disappears. Just... gone. I was able to kick significant tail while on the site (I had broken into a cavern), but when I fast travel away... gone. When I come back, pick the axe back up, and WALK away... gone. One step, I'm armed with pure choppy death; the next, oh, my bronze shield is my primary weapon, and soon enough my &amp;quot;misc. object user&amp;quot; skill is on the rise. Not cool. Any thoughts? &lt;br /&gt;
&lt;br /&gt;
Of course, I am also putting this on the bugtracker. --[[User:Zombiejustice|Zombiejustice]] 03:00, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Naming Artifact Bug?==&lt;br /&gt;
My dwarf named his artifact after himself. Never happend to me before, but it looks funny.&lt;br /&gt;
&lt;br /&gt;
[[File:He created himself.PNG]]--[[User:Niggy|Niggy]] 11:01, 25 May 2010 (UTC)&lt;br /&gt;
:Happens occasionally. Over the several fortresses I've run, I've had several narcissistic dwarves name their artifacts after themselves. --[[User:Quietust|Quietust]] 22:01, 23 August 2010 (UTC)&lt;br /&gt;
::Are there any factors which you have recognised that can add to the likelihood of this happening?[[User:Dsarker|Dsarker]] 12:39, 11 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
Urist McMandelbrot, Leatherworker made an artifact:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Fractal Artwork.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Atrifact contains image of itself. I wonder, is it a bug or just random magic? --[[User:Peregarrett|Peregarrett]] 12:22, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Its dwarven technic. The legendary legendary artifact &amp;quot;Planepacked&amp;quot; had 74 pictures of itself.--[[User:Niggy|Niggy]] 13:34, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Russian Art ==&lt;br /&gt;
&amp;quot;Price of Art&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Artifact_12769115963.jpg]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Igoreklim|igoreklim]] 05:55, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pseudo-Artifact Creation==&lt;br /&gt;
I just got my first named weapon: A no-quality steel battleaxe. This battleaxe has not been used to kill anything, though the naming dwarf has been using it in a [http://www.bay12forums.com/smf/index.php?topic=63528.0 danger room] for long enough to become legendary+4. It seems that naming weapons is based on use or time, not kills. [[Special:Contributions/71.111.201.233|71.111.201.233]] 07:55, 23 August 2010 (UTC)&lt;br /&gt;
:It's possible that time is one of the criteria, but getting a significant kill will make it happen a lot sooner - in my current fort, both a well-crafted bronze flail and a no-quality bismuth bronze short sword were both named immediately after they were each used to kill a forgotten beast. --[[User:Quietust|Quietust]] 21:59, 23 August 2010 (UTC)&lt;br /&gt;
::Can adventurers name weapons? --[[User:Overspeculated|Overspeculated]] 15:43, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== df crashed  ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
i wanted to post here that df (v0.31.14 with ironhand_df) crashed as i tried to watch the list with my artifacts.&lt;br /&gt;
But i couldnt duplicate the bug.&lt;br /&gt;
It happened just after the creation of an artifact.&lt;br /&gt;
&lt;br /&gt;
Dunno, perhaps someone should check if the bug appears more often i dont have the time at work;)&lt;br /&gt;
:Why bother posting this on a wiki talk page? Toady has a bug tracker for a reason, you know... --[[User:Quietust|Quietust]] 13:18, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== artifact use in buildings ==&lt;br /&gt;
&lt;br /&gt;
added the bit about using artifacts in buildings. From what I've seen, incorporating an artifact into a building multiplies its effect on fortress value by ''at least'' 3 - one dwarf turned out a massively valuable artifact millstone; building it into a millstone workshop resulted in both &amp;quot;architecture&amp;quot; and &amp;quot;displayed&amp;quot; values getting huge boosts. &lt;br /&gt;
&lt;br /&gt;
Now if only I could figure out how to put that legendary pine cup on display.... [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:40, 16 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limits, from DF talk ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/media/df_talk_7_transcript.html&lt;br /&gt;
&lt;br /&gt;
Rainseeker:	Now after the first one how often does that happen?&lt;br /&gt;
Toady:	After the first one it gets a little more complicated. The contributing factors after that ... It's no longer population, you have to have a dwarf available who hasn't made an artifact already ... and it looks at the items made, just how many items have you made in all of your workshops and any other way that it might happen - I think maybe even mined out stone counts - and then it takes that number and divides it by two hundred, and then it looks at your floor space, and evaluates how many unhidden squares there are, and divides that by some number - I think it's every two thousand unhidden squares, including the wilderness, so you get a starting buffer - and then it caps the items made by that so it's really the minimum of the items made and your floor space, except you need items made; floor space itself doesn't do it for you, but the items made gets compared to the floor space and it takes the smallest one, or it caps it, or whatever. In any case, it then subtracts the number of artifacts you've already made. So say you had, for instance, six hundred items made, divided by two hundred you get three, so that's three artifact credit; you've made enough items so that you can make three items. And let's say that you only had four thousand floor space, so divided by two thousand, that's two, so you actually only have two artifact credits. And say you've already made an artifact, now you have one artifact credit, so it goes ahead and lets you make an artifact. Then the next time it goes through if you haven't changed anything then you'd have no artifact credits left. Now this assumes that the artifact gets created successfully, so it's not like you're using up your chances or anything.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/213.134.175.225|213.134.175.225]] 21:59, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, that talk is more than a year out of date.  Population requirements, which Toady talks about earlier in the same talk, have been shown to either not exist, or not exist at the same numbers Toady talks about, in DF31.25.[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:19, 28 July 2011 (UTC)&lt;br /&gt;
::I've looked at a disassembly of the Strange Mood code, and I know for a fact that the item count check is still there, complete with the division by 200. I'd have to check again, but I'm pretty sure the population requirement is also there - it isn't a strict population check, but a check for a number of mood-eligible dwarves (i.e. dwarves that are still alive, aren't nobles/military, and haven't already had a strange mood). --[[User:Quietust|Quietust]] 01:29, 29 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fort abandonment/reclaim wrong? ==&lt;br /&gt;
&lt;br /&gt;
Artifacts don't seem to disappear in my experience. I abandoned a fort and visited it in adventure mode and found the artifacts. Perhaps if you reclaim a fort then it deletes all of the artifacts?? --[[User:Ral|Ral]] 23:48, 17 April 2011 (UTC)&lt;br /&gt;
:I can confirm it does NOT delete artifacts on a reclaim, however they appear to be unusable. [[User:Dsarker|Dsarker]] 11:20, 10 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitchy artifact trading ==&lt;br /&gt;
I managed to somehow recover an artifact scepter (one that had been ''lost'' by having fun with a siege, mind you, as the Artifact button didn't appear) and it actually ended up in a newly built trade depot. I found it at the bottom of the pile; it was a sh$#^y chalk scepter with granite studs or something worth 2400 dorfmids. I decided to trade it for some spare anvils and booze. I traded it, and guess what? It stayed there, at the bottom of MY part of the trade screen. So I decided to experiment and give it as a gift. That worked; it turned green and I couldn't offer it anymore.&lt;br /&gt;
&lt;br /&gt;
Game was never modded in any way, and heck, it was my first working fortress, too; it died with a spectacular 69 dwarves out of 82 total when my first siege came up.&lt;br /&gt;
&lt;br /&gt;
Has anyone else been able to trade their artifacts? If not, well, hey, now you know why you can't trade artifacts: you can trade them multiple times! --[[Special:Contributions/71.180.66.233|71.180.66.233]] 19:38, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact name &amp;amp; item predecided? ==&lt;br /&gt;
Have the mechanics of artifact creation changed from 40d so that Urist McWeaponsmith has decided ahead of time what he's going to create? I was very excited when he was the first strange mood I got, but I was hoping to get something actually usable and not this damned platinum pick. So I tried save scumming to when he's still collecting the resources but all I get is more platinum picks. :C&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/216.121.226.240|216.121.226.240]] 17:07, 18 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The name is decided upon at least when the dwarf begins work, maybe before that.  The item is not decided upon until it is completed, but if a dwarf has a preference for an item that would be a valid artifact for his moodtype, then he'll make that item predictably.  So if your fey weaponsmith likes picks, he's going to make a pick every single time, and save scumming won't change anything.  This can be used to your advantage, for instance, if you discover a weaponsmith that likes war hammers....[[Special:Contributions/98.203.173.56|98.203.173.56]] 20:19, 28 July 2011 (UTC)&lt;br /&gt;
::Possessed dwarves will mutter the name of the artifact when listing their demands, so it's decided at least as early as when the workshop is claimed. If you can kill a moody dwarf before a workshop can be claimed, engrave a Memorial - if it says &amp;quot;Creator of [artifact name]&amp;quot; (despite the mood having failed), then it's conclusive evidence that the name is decided the instant the dwarf is taken by a mood. --[[User:Quietust|Quietust]] 01:24, 29 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Semi-artifact effectiveness ==&lt;br /&gt;
&lt;br /&gt;
Do semi-artifact weapons and armor (named ordinary weapons) get the same dice roll benefits as artifact ones? [[User:Rav|Rav]] 10:03, 5 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifacts and Magma ==&lt;br /&gt;
&lt;br /&gt;
I had a granite (not magma-safe) artifact floodgate. Placed it where magma should flow. Opened the floodgate to let magma in. Did not immediately check. On later check (when trying to close) I noticed that the floodgate was gone. Nothing happened to the lever. I am also pretty sure I used magma-safe material for all the mechanisms. (unsure whether this could matter).&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=153298</id>
		<title>v0.31:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legendary_artifact&amp;diff=153298"/>
		<updated>2011-09-23T16:48:24Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: I think I got an artifact floodgate destroyed by magma. See discussion page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Dwarves in {{L|strange mood}}s will create '''legendary artifacts''', unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and often {{L|value}} as well). An artifact is the ultimate expression of a {{L|dwarf}}'s desires, fears, memories and hopes in art form, and each dwarf will produce at most only one in their lives (or {{L|insanity|die}} trying).  Dwarves that create an artifact immediately gain enough {{L|experience}} to boost them to {{L|legendary}} level in the affected {{L|Strange mood#Skills and workshops|skill}} unless they were {{L|Strange mood#Possessed|possessed}}.&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the {{L|workshop}} as soon as they are made. They cannot be traded, but most can be used just like any item of its type.  A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Artifact {{L|furniture}} of high value can be placed in {{L|room}}s to give a big increase to the room's value (and hence quality), which can be useful to meet the room quality requirements of {{L|noble}}s.  They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy {{L|thought}}s from admiring them.  Artifact {{L|mechanism}}s can be turned into {{L|lever}}s and {{L|trap}}s, which count as furniture.  Artifact {{L|weapon}}s (if not being used in the military) can be put into a weapon trap, which will make it count as valuable furniture.  Artifact doors and hatches provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
An artifact {{L|gem}} is called a perfect gem and functions the same as a large gem.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will grow particularly attached to {{L|weapon}}s and {{L|armor}}, and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a {{L|forgotten beast}} will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts can not be destroyed by temperature extremes{{verify}}, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows or thieves, or atom-smashed by bridges.  This does not appear to affect the happiness of the artifact's creator.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/media/df_talk_7_transcript_2.html DF talk about plans for artifacts]&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=153297</id>
		<title>v0.31:Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=153297"/>
		<updated>2011-09-23T14:41:09Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* Storing prepared meals without barrels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:26, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of {{L|stockpile}} room. You can consolidate stockpile space by building {{L|bin}}s and {{L|barrel}}s that can hold many items at once. Barrels store and preserve {{L|food}} and {{L|alcohol}}; bins can store many types of smaller items, such as {{L|trade good|finished goods}}, {{L|metal}} {{L|bar}}s, {{L|ammo}}, or {{L|gem}}s. Building a steady supply of {{L|container}}s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food Storage==&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing seeds is that {{L|bag}}s are required to put seeds in. These bags will then be placed inside the barrel. Otherwise, the dwarves'll end up with one seed per tile - quite inefficient![http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/{{L|Block}}, ammo, gems, finished goods, {{L|cloth}} and {{L|leather}} stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize. To access this stockpile feature, use the {{k|q}} menu and move to the stockpile in question.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and {{L|Dwarven_syrup|dwarven syrup}}, they do not have to be located on a {{L|furniture}} stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
==Storing prepared meals without barrels==&lt;br /&gt;
&lt;br /&gt;
Fortresses often produce much more food than the population consumes. {{L|Kitchen|Lavish meals}} can combine four food stacks into one meal stack, which can easily include many (40+) individual meals. Since a stack with more than ten items will fill a barrel completely, the barrel doesn't save any space and is unavailable for booze. A solution for this is to make food stockpiles which take prepared meals only and set them to use no barrels at all {{k|q}} {{k|E}} . (With the proper labors and workshops) the dwarves will take food out of barrels, cook it into roasts, and store them in stockpiles without barrels, freeing up the barrels for other uses. e.g. [http://i.imgur.com/CVM29.jpg].&lt;br /&gt;
&lt;br /&gt;
As of 0.31.25 prepared food stacks with more than 10 meals are not stored in barrels anyway making this method less necessary.&lt;br /&gt;
&lt;br /&gt;
==Barrel Reassignment Surgery==&lt;br /&gt;
&lt;br /&gt;
If you have a fixed number of barrels (possibly due to a lumber shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
==Barrel and bin material==&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials possible. Even the heaviest types of {{L|wood}} are lighter than any metal (excluding {{L|adamantine}}) - the wood of {{L|feather tree}}s is the best of all, but if you do not have access to it, {{L|cedar}} is the next best.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=153296</id>
		<title>v0.31:Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Using_bins_and_barrels&amp;diff=153296"/>
		<updated>2011-09-23T14:40:33Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: /* Storing prepared meals without barrels */  Added comment about behaviour in 0.31.25. I did not dare to delete the section - maybe it is still useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:26, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [59]≡) of items occupies one space of {{L|stockpile}} room. You can consolidate stockpile space by building {{L|bin}}s and {{L|barrel}}s that can hold many items at once. Barrels store and preserve {{L|food}} and {{L|alcohol}}; bins can store many types of smaller items, such as {{L|trade good|finished goods}}, {{L|metal}} {{L|bar}}s, {{L|ammo}}, or {{L|gem}}s. Building a steady supply of {{L|container}}s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food Storage==&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing seeds is that {{L|bag}}s are required to put seeds in. These bags will then be placed inside the barrel. Otherwise, the dwarves'll end up with one seed per tile - quite inefficient![http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/{{L|Block}}, ammo, gems, finished goods, {{L|cloth}} and {{L|leather}} stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces; such a stockpile will claim an empty container whenever it doesn't already have one. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize. To access this stockpile feature, use the {{k|q}} menu and move to the stockpile in question.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and {{L|Dwarven_syrup|dwarven syrup}}, they do not have to be located on a {{L|furniture}} stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
==Storing prepared meals without barrels==&lt;br /&gt;
&lt;br /&gt;
Fortresses often produce much more food than the population consumes. {{L|Kitchen|Lavish meals}} can combine four food stacks into one meal stack, which can easily include many (40+) individual meals. Since a stack with more than ten items will fill a barrel completely, the barrel doesn't save any space and is unavailable for booze. A solution for this is to make food stockpiles which take prepared meals only and set them to use no barrels at all {{k|q}} {{k|E}} . (With the proper labors and workshops) the dwarves will take food out of barrels, cook it into roasts, and store them in stockpiles without barrels, freeing up the barrels for other uses. e.g. [http://i.imgur.com/CVM29.jpg]&lt;br /&gt;
As of 0.31.25 prepared food stacks with more than 10 meals are not stored in barrels anyway making this method less necessary.&lt;br /&gt;
&lt;br /&gt;
==Barrel Reassignment Surgery==&lt;br /&gt;
&lt;br /&gt;
If you have a fixed number of barrels (possibly due to a lumber shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
==Barrel and bin material==&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials possible. Even the heaviest types of {{L|wood}} are lighter than any metal (excluding {{L|adamantine}}) - the wood of {{L|feather tree}}s is the best of all, but if you do not have access to it, {{L|cedar}} is the next best.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
[[Category:Stockpiles]]&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153280</id>
		<title>v0.31:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153280"/>
		<updated>2011-09-23T12:06:31Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: added verify tag for tree growth. See discussion page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on (both above and below ground{{V|0.31.19}}) without {{l|irrigation}} using {{l|water}}.  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loam}}||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loamy sand}}||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Peat}}||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay loam}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy loam}}||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt}}||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay loam}}||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt loam}}||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Pelagic clay}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Siliceous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Calcareous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{L|Sand}}&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sand (tan)}}||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Black sand}}||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Red sand}}||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|White sand}}||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Yellow sand}}||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay loam}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay}}||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay}}||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fire clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as {{l|sand}} for {{l|glass}}making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section at the bottom are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventurer mode}}.&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an {{L|aquifer}}.&lt;br /&gt;
* The &amp;quot;clay&amp;quot; types listed at the bottom can be used for making ceramic items. Fire clay produces {{L|stoneware}}, while the other types produce {{L|earthenware}}.&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only {{l|farming|plant}} cave {{l|crop|flora}} if the tile is marked &amp;quot;{{l|Subterranean}}.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in {{l|rock}}, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train {{l|miner}}s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s.  Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the {{L|caverns}}, subterranean trees and shrubs will begin to grow in dry subterranean soil '''if''' there are unmined soil walls nearby* on the Z-level beneath or if there is mud nearby* on the same Z-level (where &amp;quot;nearby&amp;quot; means &amp;quot;within a 2-tile radius&amp;quot;).{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=153279</id>
		<title>v0.31 Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=153279"/>
		<updated>2011-09-23T12:04:35Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tree growth ==&lt;br /&gt;
&lt;br /&gt;
Underground trees spawn in newly created suitable locations once their biome is uncovered. So far, this requires a Subterranean tile of soil, with a full soil wall underneath it. They do not spawn on subterranean soil tiles located above rock walls. From Toady's comments, I speculate that they will spawn on subterranean muddied tiles without a full soil wall beneath them. I have not tested this second hypothesis.[[User:The Architect|The Architect]] 05:53, 26 April 2010 (UTC)&lt;br /&gt;
:That would be entirely consistent with behavior from 0.28.181.40d. --[[User:Quietust|Quietust]] 12:52, 26 April 2010 (UTC)&lt;br /&gt;
::I have the surface level (z 0), then below that I have a whole z level of soil mined out (z -1).  Below that I have a whole z level of soil mined out (z -2).  Below that I have rock all mined out (z -3).  Plants grow on z -1, but not on z -2.  I think that confirms what you were saying. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:38, 26 April 2010 (UTC)&lt;br /&gt;
:::They will spwan quite happily on muddied areas of soil. This has happened on several maps I've played where I've flooded some farmland and access corridors, then found underground trees. They then grow on the muddied areas not covered by farm plots.--[[User:Nimblewright|Nimblewright]] 16:59, 1 May 2010 (UTC)&lt;br /&gt;
::::As of 0.31.25 the comments here might no longer be correct. See also http://www.bay12forums.com/smf/index.php?topic=93501.msg2630579#msg2630579. It seems that trees ''always'' grow on soil. No matter what tile is under it. --[[User:SGdYy409Ls|SGdYy409Ls]] 12:04, 23 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Any list yet of the colours of the wood, and the products thereof?&lt;br /&gt;
I know that at the very least, feather wood and the underground wood have different colours. --[[User:AndrDrew|AndrDrew]] 00:13, 6 May 2010&lt;br /&gt;
&lt;br /&gt;
'Saplings will not grow on a tile with items on it' Is this correct? In 40d saplings grew fine in occupied spaces but didn't mature into trees until the tile was cleared. --[[User:MLegion|MLegion]] 15:58, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erosion caused by cutting trees? ==&lt;br /&gt;
&lt;br /&gt;
So i embarked on a area that had 2 types of sand and was heavily forested. After i chopped down the trees near my wagon, the grass  tiles started to turn into sand ones, while the areas with small forest kept the grass.&lt;br /&gt;
&lt;br /&gt;
Erosion took a month or so.&lt;br /&gt;
: are you sure it's erosion, or is it just dwarves tracking over it often and trampling it, like how they do with saplings/bushes?--[[Special:Contributions/75.6.250.65|75.6.250.65]] 22:54, 28 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glumprongs Missing from New Version===&lt;br /&gt;
I cannot find Glumprongs anywhere and I only embark in evil areas. Please post if you have evidence that they exist in the new version.--[[Special:Contributions/74.77.203.51|74.77.203.51]] 10:48, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153278</id>
		<title>v0.31:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soil&amp;diff=153278"/>
		<updated>2011-09-23T11:58:17Z</updated>

		<summary type="html">&lt;p&gt;SGdYy409Ls: As of 0.31.25  furrowed subterranean soil does smooth out over time. Changed the article to reflect that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Soil''' is the name for the various kinds of ground that can be {{l|farming|planted}} on (both above and below ground{{V|0.31.19}}) without {{l|irrigation}} using {{l|water}}.  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loam}}||{{Raw Tile|░|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Loamy sand}}||{{Raw Tile|▒|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Peat}}||{{Raw Tile|░|0:6:1}}{{Raw Tile|.|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay loam}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy loam}}||{{Raw Tile|░|6:6:1}}{{Raw Tile|.|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt}}||{{Raw Tile|▓|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay loam}}||{{Raw Tile|░|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silt loam}}||{{Raw Tile|▒|6:7:0}}{{Raw Tile|.|6:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Pelagic clay}}||{{Raw Tile|░|4:6:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Siliceous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Calcareous ooze}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! {{L|Sand}}&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sand (tan)}}||{{Raw Tile|░|6:4:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Black sand}}||{{Raw Tile|▓|0:6:1}}{{Raw Tile|≈|0:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Red sand}}||{{Raw Tile|░|4:4:1}}{{Raw Tile|≈|4:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|White sand}}||{{Raw Tile|▓|7:6:1}}{{Raw Tile|≈|7:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Yellow sand}}||{{Raw Tile|▓|6:6:1}}{{Raw Tile|≈|6:1}} {{Raw Tile|≈|1:1:1}}&lt;br /&gt;
|-&lt;br /&gt;
! Clay&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Clay loam}}||{{Raw Tile|▒|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Sandy clay}}||{{Raw Tile|▒|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Silty clay}}||{{Raw Tile|▓|4:7:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Fire clay}}||{{Raw Tile|▓|4:6:0}}{{Raw Tile|.|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The &amp;quot;topsoil&amp;quot; types listed in the upper part of the table do '''not''' count as {{l|sand}} for {{l|glass}}making, even if their names include the word &amp;quot;sand&amp;quot; - only those in the &amp;quot;Sand&amp;quot; section at the bottom are usable for this purpose.&lt;br /&gt;
* The 3 &amp;quot;ocean floor&amp;quot; layers are only found under deep {{l|ocean}} tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either {{l|fortress mode}} or {{l|adventurer mode}}.&lt;br /&gt;
* Soil layers marked with {{Raw Tile|≈|1:1:1}} are capable of supporting an {{L|aquifer}}.&lt;br /&gt;
* The &amp;quot;clay&amp;quot; types listed at the bottom can be used for making ceramic items. Fire clay produces {{L|stoneware}}, while the other types produce {{L|earthenware}}.&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to {{l|rock}} types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only {{l|farming|plant}} cave {{l|crop|flora}} if the tile is marked &amp;quot;{{l|Subterranean}}.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in {{l|rock}}, and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train {{l|miner}}s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be {{l|Smoothing|smooth}}ed, so it is more difficult to make high value rooms, or pierce {{l|aquifer}}s.  Also, since soil cannot be smoothed, soil cannot be used to make {{l|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
Building a {{l|farm plot}} or {{l|road}} or removing a {{l|construction}} on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|6:0}} and {{Tile|~|6:0}} tiles. Furrowed soil — including furrowed subterranean soil — will gradually smooth itself out, at which point grass and other vegetation will begin to grow. Sand always appears as {{Tile|≈|6:0}} and {{Tile|~|6:0}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
'''Trees and Shrubs'''&lt;br /&gt;
&lt;br /&gt;
Once you discover the {{L|caverns}}, subterranean trees and shrubs will begin to grow in dry subterranean soil '''if''' there are unmined soil walls nearby* on the Z-level beneath or if there is mud nearby* on the same Z-level (where &amp;quot;nearby&amp;quot; means &amp;quot;within a 2-tile radius&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>SGdYy409Ls</name></author>
	</entry>
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