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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Schm0</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-27T19:01:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Nest_box&amp;diff=169945</id>
		<title>v0.34 Talk:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Nest_box&amp;diff=169945"/>
		<updated>2012-04-16T13:50:13Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Heading suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rename Bugs Heading==&lt;br /&gt;
&lt;br /&gt;
Wasn't sure what you guys thought about updating the Bugs section to maybe just &amp;quot;Caution&amp;quot; or &amp;quot;Warning&amp;quot; or something along those lines. The bug that was originally listed here was resolved (according to [http://bay12games.com/dwarves/mantisbt/view.php?id=4170 MantisBT].) All that remains is the discussion regarding birdsplosions and feeding your entire fort off of eggs. [[User:Schm0|Schm0]] 13:50, 16 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=169944</id>
		<title>v0.34:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=169944"/>
		<updated>2012-04-16T13:45:52Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Bugs */ Removed link to old bug report that was apparently resolved (according to MantisBT)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=N|job=[[Food hauling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Nest box&lt;br /&gt;
* Adult, female, tame, egg producing animal&lt;br /&gt;
* ''(Optional)'' Any male animal of the same species&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Nest box]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[egg]]s&lt;br /&gt;
* Producing [[Domestic_animal#Comparison_of_domestic_poultry|poultry]] (with male present)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a 1x1 building that, once created and placed, a tame, [[egg]] laying creature will claim and use to lay eggs in.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
A nest box is created using a single piece of [[wood]] or [[stone]] at a [[craftsdwarf's workshop]], a single bag of [[sand]] (and optional crystal/pearlash) at a [[glass furnace]] or [[magma glass furnace]], or a single bar of [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. Unplaced nest boxes are stored in the [[tool]] section of a finished goods [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make wooden Nest Box&amp;quot;, or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make rock Nest Box&amp;quot;.&lt;br /&gt;
* For a glass nest box, {{K|q}}uery the workdshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''type'' glass Nest Box&amp;quot;.&lt;br /&gt;
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''metal'' Nest Box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Construction and use ==&lt;br /&gt;
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay [[egg]]s into the nest. This process is very quick (&amp;lt;1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.&lt;br /&gt;
&lt;br /&gt;
If dwarves have access to the nest, a dwarf with the [[food hauling]] labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be [[forbidden]], or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of [[catsplosion]]s. Entire fortresses can be fed with [[egg production]].&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tholtig&amp;diff=169776</id>
		<title>Talk:Tholtig</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tholtig&amp;diff=169776"/>
		<updated>2012-04-12T19:45:58Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Created page with &amp;quot;Wasn't Tholtig the last living dwarf? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wasn't Tholtig the last living dwarf? [[User:Schm0|Schm0]] 19:45, 12 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=132179</id>
		<title>v0.31 Talk:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=132179"/>
		<updated>2010-11-22T01:21:17Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* The number of megabeasts might be affected by the world gen params&lt;br /&gt;
&lt;br /&gt;
[MOUNTAIN_CAVE_MIN:25] and [NON_MOUNTAIN_CAVE_MIN:50]. I guess each cave must have a (semi-)megabeast.  --[[User:TomiTapio|TomiTapio]] 01:00, 4 July 2010 (UTC)&lt;br /&gt;
:In my experience, megabeasts (and kobolds) seem to only hang out in mountain caves, while all others (mountain or non) are populated by semimegabeasts. --[[User:Quietust|Quietust]] 01:03, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Reading Legends mode... one quadruped marsh titan was killed by a sylvan elf! (Genesis mod) --[[User:TomiTapio|TomiTapio]] 01:43, 5 July 2010 (UTC)&lt;br /&gt;
: I can confirm that I have several titans were killed during worldgen, and none of them by other megabeasts. So the 'megabeasts are invincible during worldgen' info is incorrect. --[[User:Aequor|Aequor]] 17:45, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a bronze colossus visit me soon after saving. I reloaded that save and at about the same time a dragon showed up instead. What is the mechanism for megabeasts in fortress mode? --[[User:Peglegpenguin|Peglegpenguin]] 06:19, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* The And/Or question about spawning megabeasts&lt;br /&gt;
&lt;br /&gt;
: I can confirm that the spawning of megabeast is either when you reach 100.000 wealth or 100 people. I got a humanoid megabeast made out of steam or water appearing after I created around 200.000 wealth and had 52 people. Unfortunately I didnt had the chance to either kill or see where he went. This is with build 0.31.16 -- Mr. Seeker, 18 October 2010&lt;br /&gt;
&lt;br /&gt;
== Pop Limit of Megabeasts ==&lt;br /&gt;
If I keep this hydra alive at the bottom of my pit, will it prevent future megabeasts/forgotten beasts from appearing? [[User:Aussiemon|Aussiemon]] 00:27, 29 August 2010 (UTC)&lt;br /&gt;
:No.--[[User:Another|Another]] 12:50, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== titans ==&lt;br /&gt;
&lt;br /&gt;
Titans don't seem to fall into the class of megabeasts as of 2010. After worldgen, they don't appear in the world until certain fortress-mode conditions are met, not all of them are hostile, and they may be slain in the course of history. Also, the Age of Heros can begin after slaying all dragons, hydra and colossi, without ever encountering a titan. [[User:DokEnkephalin|DokEnkephalin]] 20:32, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm quite sure titans (and FBs) do not count as megabeast, but I dare not edit the article; I haven't even played DF2010 yet. --[[User:Nahno|Nahno]] 13:47, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
I can verify that in 31.18 I had a population of ~50 dwarves and I was invaded by a Minotaur, so it's definitely less than 80. I'd have to find the save to verify my fortress wealth.[[User:Schm0|Schm0]] 01:21, 22 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dungeon_master&amp;diff=125930</id>
		<title>v0.31:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dungeon_master&amp;diff=125930"/>
		<updated>2010-08-18T17:49:56Z</updated>

		<summary type="html">&lt;p&gt;Schm0: More grammars... &amp;quot;no&amp;quot; and &amp;quot;very few&amp;quot; are mutually exclusive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with {{L|Baron}}{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
:''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
At this moment, getting a Dungeon master seems to be bugged, as very few players have ever gotten a Dungeon master. You need to get a Baron or Baroness first, say the raws.&lt;br /&gt;
&lt;br /&gt;
The '''dungeon master''' is a {{L|noble|noble}} and, like the {{L|Leader|expedition leader}}, is not a position that can be replaced by the player{{verify}}. S/he arrives as an {{L|Immigration|immigrant}} and is not elected. &amp;lt;!--The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like {{L|Magma|magma}}, a {{L|River|river}} or a {{L|Brook|brook}} (as [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 confirmed] by Toady One). This only occurs after the features have been discovered. --&amp;gt;The dungeon master may also arrive alone, without immigrants{{verify}}.&lt;br /&gt;
&lt;br /&gt;
The dungeon master has a somewhat... odd taste in clothing. He or she often shows up wearing a cloak, hood, and mittens while wearing no form of pants, shoes, or socks. The dungeon master will often procure additional cloaks and wear them on top of each other, often as many as a dozen cloaks at a time{{verify}}.&lt;br /&gt;
&lt;br /&gt;
The presence of this noble allows taming of exotic {{L|animals|animals}} (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The dungeon master arrives with  skills from both the {{L|Metalsmith|metalsmith}} and {{L|Ranger|ranger}} groups at (''no adjective'') skill level. These skills are:&lt;br /&gt;
*{{L|Animal trainer|Animal trainer}}&lt;br /&gt;
*{{L|Animal caretaker|Animal caretaker}}&lt;br /&gt;
*{{L|Furnace operator|Furnace operator}}&lt;br /&gt;
*{{L|Metal crafter|Metal crafter}}&lt;br /&gt;
&lt;br /&gt;
Additionally, dungeon masters have the {{L|armorsmith|armorsmith}}, {{L|weaponsmith|weaponsmith}}ing and {{L|metalsmithing|metalsmithing}} labor turned on even though they possess no base skill.  At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he can and will take over any of these crafts from a more skilled {{L|dwarf|dwarf}} unless Workshop Profiles are used on the forge to prevent such.  However, dungeon masters will not build metal {{L|construction|construction}}s.  Like any {{L|noble|noble}}, dungeon masters also perform some tasks that do not require any particular labor, and may gain {{L|grower|grower}} skill in this way.*&lt;br /&gt;
&lt;br /&gt;
:''(* If the {{L|standing orders|standing orders}} option &amp;quot;Dwarves All Harvest&amp;quot; is selected (under {{k|o}}, &amp;quot;Set Orders and Options&amp;quot;), all dwarves, including {{L|noble|noble}}s, will slowly gain Grower skill from harvesting, but will not plant unless that {{L|labor|labor}} is designated for that dwarf.  That is the use of the skill is what determines {{L|stack|stack}} size of {{L|crop|crop}}s, and since it is not possible to designate that labor in Dungeon Masters, they only gain {{L|experience|experience}} towards {{L|attribute|attribute}}s from this, not a {{L|skill|skill}} that can be used.)''&lt;br /&gt;
&lt;br /&gt;
All dungeon masters like {{L|copper|copper}}, {{L|silver|silver}}, {{L|electrum|electrum}}, {{L|gold|gold}}, {{L|platinum|platinum}}, and cloaks, among other things.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
A dungeon master will not make {{L|mandate|mandate}}s, though they will make {{L|demand|demand}}s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=122327</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=122327"/>
		<updated>2010-07-24T00:44:10Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Population Limit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
&lt;br /&gt;
Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=122326</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=122326"/>
		<updated>2010-07-24T00:44:01Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Population Limit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same here... my pop cap setting seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
&lt;br /&gt;
Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24624</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24624"/>
		<updated>2009-04-20T16:59:56Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Confirming having children in cages */ Adding link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Assigning animals / building cages==&lt;br /&gt;
How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You can build the cage and use {{k|d}}-{{k|b}}-{{k|d}} over the builded cage to dump all items in it. This includes the items of the caged creature but not the creature itself. --[[User:TCPR|TCPR]] 15:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
:Alright, so this works with dumping. If I designate an item to be melted, will the furnace operator come take it off the captured goblin? How about if I have a standing order to improve clothing? Will my clothier come and take the (narrow cave spider silk trousers) and sew his cloth image on them? Or is actual dumping the only way? --[[User:Zombiejustice|Zombiejustice]] 09:12, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
: I've confirmed that caged animals do not, in fact, mate. I did a controlled study with animals in cages, specifically with dogs. I brought along two dogs on a new fortress. As soon as they had puppies, I slaughtered the parents and caged the puppies. As immigrants came along, all newborn puppies were immediately caged, and I paid specific attention to which animals were giving birth. Over a 5 year period, 12 puppies matured into dogs (2 are still puppies), none of which gave birth. The only source of puppies were the pets. --[[User:JeebusSez|JeebusSez]] 22:10, 20 May 2008 (EDT)&lt;br /&gt;
:: animals reproduce asexually anyway, for some reason - i had a walled up puppy that grew up and had a puppy of its own, as well as a single (tame) mountain goat in my fortress, which had two sets of kids - i butchered the first lot so no, they didnt impregnate their mother... [[User:Twiggie|Twiggie]] 16:45, 12 July 2008 (EDT)&lt;br /&gt;
:::Every fortress I've ever played contradicts what is reported here. I've never seen a tame animal in a cage *not* breed. I've been caging and breeding tame animals (captured and imported) since 2D. I suppose I'll have to do some more testing. Not so sure why the user was able to produce these results. I'm also confused as to why they would slaughter the parents and what sort of effect that is supposed to have on the data. It could be that this somehow prevents the puppies from ever learning how to breed, or some other strange effect. See the picture at [http://dwarf.lendemaindeveille.com/index.php/Talk:Meat_industry#Contact_for_breeding|the discussion for the meat industry.][[User:Schm0|Schm0]] 16:57, 20 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;br /&gt;
:Here is the experiment I conducted:&lt;br /&gt;
:* built a large deep empty pool&lt;br /&gt;
:* put a goblin cage and a cage stockpile at the bottom of it&lt;br /&gt;
:* waiting for a dwarf to put some goblin cages in the stockpile&lt;br /&gt;
:* turned on the pumps to flood the room&lt;br /&gt;
:* had a dwarf throw (pit/pond) another goblin into the pool&lt;br /&gt;
:* waiting until the thrown (pit/ponded) goblin drowned and then emptied the pool&lt;br /&gt;
:Results: Neither the goblins in the constructed cage or the goblins in the unconstructed cage in the stockpile died. So in conclusion it appears that caged creatures do not need air. [[User:Yvain|Yvain]] 23:25, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does this also hold for fish? [[User:VengefulDonut|VengefulDonut]] 02:11, 10 April 2008 (EDT)&lt;br /&gt;
:::Knowing the questionable physics of DF, it wouldn't surprise me to find out that both land animals and fish in the same cage need neither air nor water, simultaneously. A kind of quantum stasis or cryogenics. --[[User:DDouble|DDouble]] 18:16, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building materials ==&lt;br /&gt;
It appears that it takes four bars of metal to make a cage. How many logs of wood? How many bags of sand? These are things it would be nice to have in the article. --[[User:zombiejustice|zombiejustice]] 00:51, 03 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Trading caged animals ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I just tried ordering my caged [[Fire Imp]] (wooden cage, go figure ^_^) to the trade depot so that the humans could take it away. A dwarf instead opened the cage and let the thing go, and the now empty cage was taken to the depot. Fortunately the humans smote it before it could set anything alight, but it would've been nice to sell the thing to them, so they could've smitten it on their own time. Does this always happen with caged wild animals? --[[User:Raumkraut|Raumkraut]] 14:28, 12 July 2008 (EDT)&lt;br /&gt;
:Like anything else being taken to the [[trade depot]] - order the [[container]] (in this case the cage) to be taken to the depot not the contents. You ordered just the contents, so they took just the contents out of the container.[[User:GarrieIrons|GarrieIrons]] 00:18, 13 July 2008 (EDT)&lt;br /&gt;
::Not so. I've just tried with a &amp;quot;dog cage (Acacia)&amp;quot;. The relevant cage shows up under both &amp;quot;pets&amp;quot; and &amp;quot;cages&amp;quot; sections of the &amp;quot;bring to depot&amp;quot; list. ''Neither'' of these options caused the dog to be released from the cage. And if I'd selected the fire imp rather than the cage, then why would the (then empty) cage be taken to the depot? --[[User:Raumkraut|Raumkraut]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
:To answer my own question, this is [http://www.bay12games.com/dwarves/dev_bugs.html#Bug41 known bug #000041] (means it's been around a while, I guess!). As mentioned in [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000444 this forum thread]. --[[User:Raumkraut|Raumkraut]] 13:34, 13 July 2008 (EDT)&lt;br /&gt;
:On the other hand, if you don't feel like spending time setting up mechanisms and pulling levers, and you happen to be trading, this is a decent way to free up cage traps while letting your military practice. Station your military by the cage traps, mark them for trade, and watch the sparks fly. The civilians always run away right quick while the military fills the trapped goblins/animals with bloody holes. -[[User:Fuzzy|Fuzzy]] 15:33, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Training Vermin in Cages ==&lt;br /&gt;
&lt;br /&gt;
How can you train them? I want some rats, dragonflies, and some lizards as pets.--[[User:Seaneat|Seaneat]] 03:12, 4 August 2008 (EDT)&lt;br /&gt;
: You train animals in a kennel ({{key|b}}-&amp;gt;{{key|k}}), by a Dwarf with the Animal Trainer skill activated.  Depending on the animal, you either use the command to train a small animal or a large animal.  I'm not sure right now of the condition of the cage or trap in which the animal is stored but I am sure it has to be stock{{key|p}}iled, at least.  --[[User:FJH|FJH]] 18:56, 24 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24623</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24623"/>
		<updated>2009-04-20T16:57:30Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Confirming having children in cages */ Updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Assigning animals / building cages==&lt;br /&gt;
How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You can build the cage and use {{k|d}}-{{k|b}}-{{k|d}} over the builded cage to dump all items in it. This includes the items of the caged creature but not the creature itself. --[[User:TCPR|TCPR]] 15:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
:Alright, so this works with dumping. If I designate an item to be melted, will the furnace operator come take it off the captured goblin? How about if I have a standing order to improve clothing? Will my clothier come and take the (narrow cave spider silk trousers) and sew his cloth image on them? Or is actual dumping the only way? --[[User:Zombiejustice|Zombiejustice]] 09:12, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
: I've confirmed that caged animals do not, in fact, mate. I did a controlled study with animals in cages, specifically with dogs. I brought along two dogs on a new fortress. As soon as they had puppies, I slaughtered the parents and caged the puppies. As immigrants came along, all newborn puppies were immediately caged, and I paid specific attention to which animals were giving birth. Over a 5 year period, 12 puppies matured into dogs (2 are still puppies), none of which gave birth. The only source of puppies were the pets. --[[User:JeebusSez|JeebusSez]] 22:10, 20 May 2008 (EDT)&lt;br /&gt;
:: animals reproduce asexually anyway, for some reason - i had a walled up puppy that grew up and had a puppy of its own, as well as a single (tame) mountain goat in my fortress, which had two sets of kids - i butchered the first lot so no, they didnt impregnate their mother... [[User:Twiggie|Twiggie]] 16:45, 12 July 2008 (EDT)&lt;br /&gt;
:::Every fortress I've ever played contradicts what is reported here. I've never seen a tame animal in a cage *not* breed. I've been caging and breeding tame animals (captured and imported) since 2D. I suppose I'll have to do some more testing. Not so sure why the user was able to produce these results. I'm also confused as to why they would slaughter the parents and what sort of effect that is supposed to have on the data. It could be that this somehow prevents the puppies from ever learning how to breed, or some other strange effect. [[User:Schm0|Schm0]] 16:57, 20 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;br /&gt;
:Here is the experiment I conducted:&lt;br /&gt;
:* built a large deep empty pool&lt;br /&gt;
:* put a goblin cage and a cage stockpile at the bottom of it&lt;br /&gt;
:* waiting for a dwarf to put some goblin cages in the stockpile&lt;br /&gt;
:* turned on the pumps to flood the room&lt;br /&gt;
:* had a dwarf throw (pit/pond) another goblin into the pool&lt;br /&gt;
:* waiting until the thrown (pit/ponded) goblin drowned and then emptied the pool&lt;br /&gt;
:Results: Neither the goblins in the constructed cage or the goblins in the unconstructed cage in the stockpile died. So in conclusion it appears that caged creatures do not need air. [[User:Yvain|Yvain]] 23:25, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does this also hold for fish? [[User:VengefulDonut|VengefulDonut]] 02:11, 10 April 2008 (EDT)&lt;br /&gt;
:::Knowing the questionable physics of DF, it wouldn't surprise me to find out that both land animals and fish in the same cage need neither air nor water, simultaneously. A kind of quantum stasis or cryogenics. --[[User:DDouble|DDouble]] 18:16, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building materials ==&lt;br /&gt;
It appears that it takes four bars of metal to make a cage. How many logs of wood? How many bags of sand? These are things it would be nice to have in the article. --[[User:zombiejustice|zombiejustice]] 00:51, 03 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Trading caged animals ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I just tried ordering my caged [[Fire Imp]] (wooden cage, go figure ^_^) to the trade depot so that the humans could take it away. A dwarf instead opened the cage and let the thing go, and the now empty cage was taken to the depot. Fortunately the humans smote it before it could set anything alight, but it would've been nice to sell the thing to them, so they could've smitten it on their own time. Does this always happen with caged wild animals? --[[User:Raumkraut|Raumkraut]] 14:28, 12 July 2008 (EDT)&lt;br /&gt;
:Like anything else being taken to the [[trade depot]] - order the [[container]] (in this case the cage) to be taken to the depot not the contents. You ordered just the contents, so they took just the contents out of the container.[[User:GarrieIrons|GarrieIrons]] 00:18, 13 July 2008 (EDT)&lt;br /&gt;
::Not so. I've just tried with a &amp;quot;dog cage (Acacia)&amp;quot;. The relevant cage shows up under both &amp;quot;pets&amp;quot; and &amp;quot;cages&amp;quot; sections of the &amp;quot;bring to depot&amp;quot; list. ''Neither'' of these options caused the dog to be released from the cage. And if I'd selected the fire imp rather than the cage, then why would the (then empty) cage be taken to the depot? --[[User:Raumkraut|Raumkraut]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
:To answer my own question, this is [http://www.bay12games.com/dwarves/dev_bugs.html#Bug41 known bug #000041] (means it's been around a while, I guess!). As mentioned in [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000444 this forum thread]. --[[User:Raumkraut|Raumkraut]] 13:34, 13 July 2008 (EDT)&lt;br /&gt;
:On the other hand, if you don't feel like spending time setting up mechanisms and pulling levers, and you happen to be trading, this is a decent way to free up cage traps while letting your military practice. Station your military by the cage traps, mark them for trade, and watch the sparks fly. The civilians always run away right quick while the military fills the trapped goblins/animals with bloody holes. -[[User:Fuzzy|Fuzzy]] 15:33, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Training Vermin in Cages ==&lt;br /&gt;
&lt;br /&gt;
How can you train them? I want some rats, dragonflies, and some lizards as pets.--[[User:Seaneat|Seaneat]] 03:12, 4 August 2008 (EDT)&lt;br /&gt;
: You train animals in a kennel ({{key|b}}-&amp;gt;{{key|k}}), by a Dwarf with the Animal Trainer skill activated.  Depending on the animal, you either use the command to train a small animal or a large animal.  I'm not sure right now of the condition of the cage or trap in which the animal is stored but I am sure it has to be stock{{key|p}}iled, at least.  --[[User:FJH|FJH]] 18:56, 24 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45781</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45781"/>
		<updated>2009-04-14T01:26:37Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Breeding */ Updating breeding information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species, then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership.&lt;br /&gt;
&lt;br /&gt;
One strategy includes tying down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young because they do not give the same amount of bones, meat, and fat as adults. &lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45876</id>
		<title>40d Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45876"/>
		<updated>2009-04-14T01:22:22Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Contact for breeding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contact for breeding==&lt;br /&gt;
Removed the verify for livestock breeding without being in contact; I've personally witnessed a female camel and a female horse locked deep inside my fortress get telepathically impregnated by outside animals. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drawfirons|Drawfirons]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Telepathically impregnated by ''wild'' outside animals? It's not part of the original question, but it sounds like that's what you're saying. --[[User:RomeoFalling|RomeoFalling]] 20:18, 8 November 2008 (EST)&lt;br /&gt;
::I had only a female horse, and it had a baby.  It is still early, but it may have been from the wild outside horses, or she may have started pregnant.--[[User:Zchris13|Zchris13]] 14:06, 3 March 2009 (EST)&lt;br /&gt;
::I too had this happen but with a Muskox. For a second I was worried I had a case of Muskox jesus on my hands.--[[User:Toloran|Toloran]] 05:12, 31 March 2009 (UTC)&lt;br /&gt;
:::From what I recall, the RNG takes a roll for each pair of tame animals are each year, and from there extrapolates the chance of impregnation. I don't believe it takes into factor if the animals are caged or not. Furthermore, any new animal additions will alternate between male and female. For instance if you have an even number of males and females, and you give birth to 3 young, it will alternate, boy/girl/boy. I can also verify that animals do breed while caged. Updating the wiki accordingly. [[Media:Puppies.png]] [[User:Schm0|Schm0]] 01:21, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Non-renewable resource==&lt;br /&gt;
I feel it should be mentioned somewhere that both hunting and livestock are non-renewable without some luck as to what animals are brought as pets with immigrants.  Tame animals (those that are not pets) seem to be considered 'wild' in that they obey the limits set forth in the raw file for the number that will be 'spawned' (or born, if you will) before hitting a max.  Basically, unnamed animals will eventually stop breeding, and only those pets with names will continue to breed.  Hence why [[catsplosion]] is so bad, and why it doesn't happen with any other animals. Barring the ability to assign other animals to dwarves (and hence, give them names) I don't think meat is a very viable industry in the long term. --Gotthard 18:44, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen one player claim that wild animals can be hunted to extinction.  I haven't seen that myself.  Barring that, hunting is renewable, albeit limited.--[[User:Maximus|Maximus]] 21:06, 9 November 2008 (EST)&lt;br /&gt;
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:: Are you saying there's a cap on live+deceased animals? If livestock doesn't need to cross paths in order to impregnate, then the meat industry is perfectly viable, although there may be some framerate issues if you choose to do more than one type of livestock -- just list one bull and eight cows  as available for adoption. As for the extinction thing, are you sure he wasn't talking about the Cancel Hunt messages that say something like &amp;quot;There are no animals in the swamps&amp;quot; or somesuch? --[[User:RomeoFalling|RomeoFalling]] 23:09, 9 November 2008 (EST)&lt;br /&gt;
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:::I have no idea what the &amp;quot;extinct animals&amp;quot; poster had experienced.  I have my doubts about the claim, but can't rule out that it happened, at least to him.&lt;br /&gt;
&lt;br /&gt;
:::There ''is'' a population cap on animals (per-species).  It used to be 80, I believe, but it seems more like 50 these days.  I haven't formally tested it, but my suspicion is that once you hit that population cap, breeding for that species ceases permanently, even if their count falls below the cap again.  If that's true, then animal breeding is a finite resource, unless you cull their numbers carefully to keep them under the limit at all times.&lt;br /&gt;
&lt;br /&gt;
:::I'm presently setting up a mega-corral, so I'll be testing it soon.--[[User:Maximus|Maximus]] 23:57, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I say renewable, I mean will never run out.  Trees are renewable, given space to grow.  Hunted animals are not.  It isn't a *claim* that animals can be hunted to extinction, the numbers are in the raws for each particular animal.  After that many of animals exist (living or dead I presume), no more are generated, whether through off-map activity, or being born as offspring.  The same is true for livestock brought with you, or traded.  The only animals that do NOT obey this limitation are pets (and perhaps named animals in general).  I have had the same base for 15 years, and I haven't had any offspring from horses, dogs, or cows in about 9ish years.  However, there are still animals being born, and I've traced the number per year back to the number of female pets I have.  I'm not sure if named pets only mate with named pets, but a single female pet doesn't seem to yield any offspring (but this should be verified).  I had about 20ish puppies per year at max, and it abruptly stopped.  It has recently started up again, as puppies brought as pets have matured.  Same thing for horses and cows, but it is slow.  Frankly, with immigration stopping, and no way to assign pets (iirc?) my animal &amp;quot;home grown&amp;quot; animal supply will soon dry out.  The same is not true of turtles, they seem to respawn, but I think fish fall into this category, my river hasn't had anything but turtles for 10ish years. --Gotthard 23:20, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're referring to [POPULATION_NUMBER], [[Creature_tokens#P]] says that that is the minimum/maximum number that can show up on a map in the space of a year.  I've killed something like 150 bonobos on my map, but they're still coming.&lt;br /&gt;
&lt;br /&gt;
::Tame animals, on the other hand, clearly have hard population limits (otherwise they'd breed into the thousands and turn every fortress into a &amp;quot;tribbles&amp;quot; episode).  As I posted above, it appears that once that population limit is reached, breeding stops permanently (I'll have to test it further at some point).  As far as I can tell, however, that limit does not apply to wildlife.  It probably doesn't apply to wildlife even after you've hit the limit on tame animals of the same species.  (It's been a while, but I once had a fort with a bunch of domesticated musk oxen.  I think wild ones still showed up long after the tame ones stopped breeding.)--[[User:Maximus|Maximus]] 02:23, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do you know if this was changed recently?  Best I can recall, EVERY fortress I've started has eventually killed off all non-aggressive wildlife.  I'm not sure, but bonobos may be somehow classified as 'invaders' (aren't they the ones that steal everything?) so perhaps there are no limits on them.  It takes me ~3 years to kill off all the wildlife on my map, and after that nothing else shows up.  I took the numbers in the raw to be a global maximum in existence... I can verify tame animals stop breeding after a max is hit, and they do NOT start breeding again after the number goes below this.  However, I'm fairly certain there is a max limit present for tame animals, as I went through cows pretty regularly, culling the population to keep it manageable.  My money is on a global max ever, not alive at any one point, but I could be wrong. (Also, I think wild and tame ones are calculated separately... does your tone indicate they eventually stopped as well?)--Gotthard 22:08, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Bonobos are &amp;quot;wild animals&amp;quot; in my unit list, and they aren't one of the thieving species.  I'm not sure whether all wildlife can be killed off; we need more people to chime in about their experiences.  My bonobo death count is about 200 now, and shows no sign of stopping.  (I've been using nerve-injured soldiers, not hunters, to do the killing.)  However, I also finally have a breeding stock of tame bonobos, and I'll let them breed up to the max to see if affects their migrating onto the map.  My bet is that the species cap is just for breeding, not migration.--[[User:Maximus|Maximus]] 23:13, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I'm not doubting your experience, but I've had 4-5 maps where I consistently run out of deer.  The species cap there seems to function fine, I *never* had any deer offspring, just hunted them for a while until they stopped (year 3-4ish).  I can't verify wolves, however.  So bonobos aren't predatory at all?  I was thinking maybe more 'aggressive' animals (even if they're not thieves) may reproduce ad infitum.  Or perhaps I scared them all off with my deer genocide?  I mean anytime a deer showed up, I had 3 guys run down and punch it to death.  Are you nicer to your bonobos?  And have you seen that with any other animals?  I've run out of hoary marmonts, mountain goats, and deer (on separate maps).  Sorry to be insistent, but this seems like one area we don't have a lot of info. --Gotthard 22:42, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::No, I understand -- I'd like to figure it out too.  Actually, on my current map, something totally unexpected happened.  I've been keeping all my strays (of any species) in cages, and I haven't had any cow births since the beginning of the game.  I've also been buying every animal brought by traders, so was well above the limit.  I decided to slaughter all my cows to see what would happen.  I killed all of them, or nearly so, and suddenly all the pet cows are giving birth.  (There are 4 pet cows and two pet bulls in the fortress.)&lt;br /&gt;
&lt;br /&gt;
::::::As for the wild bonobos, they're still coming.  And elephants.  And mountain goats.  And hoary marmots.  None of them are predators.  (I do get zombie mountain goats and hoary marmots as well.)  But I've been posting soldiers to kill them for years now, and have killed many hundreds of animals.  Some animals tend to escape, since the soldiers stay near their station point instead of tracking down every last animal, like hunters will.  Maybe that's what makes the difference.&lt;br /&gt;
&lt;br /&gt;
::::::I did have a single crocodile and some ogres show up in the first year, and never again.  For any given fortress, there may just be some animals that are finite and some that are unlimited.  We should post to the forums soliciting other players' experiences to see what kind of generalizations can be made.--[[User:Maximus|Maximus]] 00:32, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::I had pet horses start to breed when I butchered most of the stray horses.  So that part, at least, seems to be reproduceable.&lt;br /&gt;
&lt;br /&gt;
:::::::I had three waves or so of macaques spawn, running them down with soldiers each time, and now they've stopped coming (they came about once a year for three years, and then I haven't seen them in the eight years since).&lt;br /&gt;
&lt;br /&gt;
:::::::The map keeps spawning one- and two-humped camels. I trap and tame them, but nobody's interested in adopting them.  It'll be interesting to see if eventually I run out. --[[User:Sev|Sev]] 12:41, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::Are they still in cages?  Dwarves won't adopt them unless they're roaming (or maybe on a chain... I haven't tested that yet).--[[User:Maximus|Maximus]] 16:30, 20 November 2008 (EST)&lt;br /&gt;
:::::::::Huh, is that for all livestock? No wonder I have such issues getting those tamed vermin adopted... I stuck them all in a cage for convenience. -[[User:Fuzzy|Fuzzy]] 18:11, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Breeding turtles ==&lt;br /&gt;
&lt;br /&gt;
While it doesn't really fall under the category of the &amp;quot;leather industry&amp;quot; that the top of the page claims, is it possible to do animal husbandry with turtles? It would be nice to be able to have a ready supply of them. I lack unfrozen water on my current map, so I can't rely on spawning turtles, but I do have three tame turtles from the caravans. My suspicion is that vermin aren't treated as animals, so there's to be no turtle breeding, but I know they are special cases in other ways, so I figured it might be worth a try. -[[User:Fuzzy|Fuzzy]] 18:16, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think it's possible to release tame vermin from containment. They're always either in a cage, or in a small animal trap. That would keep them from breeding even if they were otherwise normal animals.--[[User:Bilkinson|Bilkinson]] 18:23, 20 November 2008 (EST)&lt;br /&gt;
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::Vermin may be released from their cage if they are adopted by a dwarf, AFAIK. --[[User:GreyMario|GreyMaria]] 18:50, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh, the &amp;quot;leather industry&amp;quot; is a hold-over from before I moved the original page to &amp;quot;Meat industry&amp;quot;. I keep meaning to give this a spruce up ... --[[User:Juckto|Juckto]] 20:38, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: What if I were to build an enclosed pool inside my fortress and mark it as a [[Activity_zone#Pit.2FPond|pit]].  Would I be able to dump caught turtles into it, or does the [[Activity_zone#Pit.2FPond|pit/pond]] classification only account for [[animals]] and not [[vermin]]?  I've never checked before. --[[User:FJH|FJH]] 19:52, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: *checks*  Looks like you can assign tame vermin to a pit.  I don't think you can breed turtles though. --[[User:LegacyCWAL|LegacyCWAL]] 14:54, 30 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting....Since you're only trying to breed turtles, I guess you can just channel a few squares and mark it as a pit. It's faster since the dwarves do take a heck of a long time to fill pools. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Stinhad Limarezum|Stinhad Limarezum]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A death by any other means==&lt;br /&gt;
I made a note that if an animal is killed by something other than a hunter or butcher it cannot be butchered, based on my experience of 2 dogs being killed by a werewolf and being unbutcherable. GreyMario changed it to &amp;quot;certain animals need to be alive when taken to the butchery&amp;quot;. Dorten removed the note entirely. &amp;lt;br&amp;gt;I'll admit my experience was several versions ago - can you butcher any dead unrotten creature now? --[[User:Juckto|Juckto]] 02:49, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that there are cases where killed animals are rendered unbutcherable. In my case, I brought a boatload of cats for short-term butchering, only to find that I quickly dug into an underground river, and have a dozen snakemen, etc, come out and kill half the cats. Even though they were marked for butchering before they died (I hadn't yet built a butcher shop,) only those that escaped slithering death were ever butchered, the rest sat in my refuse stockpile rotting along with the river-raiders. Oh, yes.. I even went and tried unforbidding them just incase; They weren't. --[[User:N9103|Edward]] 03:35, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This only applies to tame animals. I have several experiences where caravan guards killed wild naked mole dogs and elks that came in the way. I butchered them all.&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45875</id>
		<title>40d Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=45875"/>
		<updated>2009-04-14T01:21:54Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Contact for breeding */ Caged animals can breed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contact for breeding==&lt;br /&gt;
Removed the verify for livestock breeding without being in contact; I've personally witnessed a female camel and a female horse locked deep inside my fortress get telepathically impregnated by outside animals. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drawfirons|Drawfirons]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Telepathically impregnated by ''wild'' outside animals? It's not part of the original question, but it sounds like that's what you're saying. --[[User:RomeoFalling|RomeoFalling]] 20:18, 8 November 2008 (EST)&lt;br /&gt;
::I had only a female horse, and it had a baby.  It is still early, but it may have been from the wild outside horses, or she may have started pregnant.--[[User:Zchris13|Zchris13]] 14:06, 3 March 2009 (EST)&lt;br /&gt;
::I too had this happen but with a Muskox. For a second I was worried I had a case of Muskox jesus on my hands.--[[User:Toloran|Toloran]] 05:12, 31 March 2009 (UTC)&lt;br /&gt;
:::From what I recall, the RNG takes a roll for each pair of tame animals are each year, and from there extrapolates the chance of impregnation. I don't believe it takes into factor if the animals are caged or not. Furthermore, any new animal additions will alternate between male and female. For instance if you have an even number of males and females, and you give birth to 3 young, it will alternate, boy/girl/boy. I can also verify that animals do breed while caged. Updating the wiki accordingly.&lt;br /&gt;
[[Media:Puppies.png]]&lt;br /&gt;
[[User:Schm0|Schm0]] 01:21, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Non-renewable resource==&lt;br /&gt;
I feel it should be mentioned somewhere that both hunting and livestock are non-renewable without some luck as to what animals are brought as pets with immigrants.  Tame animals (those that are not pets) seem to be considered 'wild' in that they obey the limits set forth in the raw file for the number that will be 'spawned' (or born, if you will) before hitting a max.  Basically, unnamed animals will eventually stop breeding, and only those pets with names will continue to breed.  Hence why [[catsplosion]] is so bad, and why it doesn't happen with any other animals. Barring the ability to assign other animals to dwarves (and hence, give them names) I don't think meat is a very viable industry in the long term. --Gotthard 18:44, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've seen one player claim that wild animals can be hunted to extinction.  I haven't seen that myself.  Barring that, hunting is renewable, albeit limited.--[[User:Maximus|Maximus]] 21:06, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Are you saying there's a cap on live+deceased animals? If livestock doesn't need to cross paths in order to impregnate, then the meat industry is perfectly viable, although there may be some framerate issues if you choose to do more than one type of livestock -- just list one bull and eight cows  as available for adoption. As for the extinction thing, are you sure he wasn't talking about the Cancel Hunt messages that say something like &amp;quot;There are no animals in the swamps&amp;quot; or somesuch? --[[User:RomeoFalling|RomeoFalling]] 23:09, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I have no idea what the &amp;quot;extinct animals&amp;quot; poster had experienced.  I have my doubts about the claim, but can't rule out that it happened, at least to him.&lt;br /&gt;
&lt;br /&gt;
:::There ''is'' a population cap on animals (per-species).  It used to be 80, I believe, but it seems more like 50 these days.  I haven't formally tested it, but my suspicion is that once you hit that population cap, breeding for that species ceases permanently, even if their count falls below the cap again.  If that's true, then animal breeding is a finite resource, unless you cull their numbers carefully to keep them under the limit at all times.&lt;br /&gt;
&lt;br /&gt;
:::I'm presently setting up a mega-corral, so I'll be testing it soon.--[[User:Maximus|Maximus]] 23:57, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I say renewable, I mean will never run out.  Trees are renewable, given space to grow.  Hunted animals are not.  It isn't a *claim* that animals can be hunted to extinction, the numbers are in the raws for each particular animal.  After that many of animals exist (living or dead I presume), no more are generated, whether through off-map activity, or being born as offspring.  The same is true for livestock brought with you, or traded.  The only animals that do NOT obey this limitation are pets (and perhaps named animals in general).  I have had the same base for 15 years, and I haven't had any offspring from horses, dogs, or cows in about 9ish years.  However, there are still animals being born, and I've traced the number per year back to the number of female pets I have.  I'm not sure if named pets only mate with named pets, but a single female pet doesn't seem to yield any offspring (but this should be verified).  I had about 20ish puppies per year at max, and it abruptly stopped.  It has recently started up again, as puppies brought as pets have matured.  Same thing for horses and cows, but it is slow.  Frankly, with immigration stopping, and no way to assign pets (iirc?) my animal &amp;quot;home grown&amp;quot; animal supply will soon dry out.  The same is not true of turtles, they seem to respawn, but I think fish fall into this category, my river hasn't had anything but turtles for 10ish years. --Gotthard 23:20, 9 November 2008 (EST)&lt;br /&gt;
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::Well, if you're referring to [POPULATION_NUMBER], [[Creature_tokens#P]] says that that is the minimum/maximum number that can show up on a map in the space of a year.  I've killed something like 150 bonobos on my map, but they're still coming.&lt;br /&gt;
&lt;br /&gt;
::Tame animals, on the other hand, clearly have hard population limits (otherwise they'd breed into the thousands and turn every fortress into a &amp;quot;tribbles&amp;quot; episode).  As I posted above, it appears that once that population limit is reached, breeding stops permanently (I'll have to test it further at some point).  As far as I can tell, however, that limit does not apply to wildlife.  It probably doesn't apply to wildlife even after you've hit the limit on tame animals of the same species.  (It's been a while, but I once had a fort with a bunch of domesticated musk oxen.  I think wild ones still showed up long after the tame ones stopped breeding.)--[[User:Maximus|Maximus]] 02:23, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do you know if this was changed recently?  Best I can recall, EVERY fortress I've started has eventually killed off all non-aggressive wildlife.  I'm not sure, but bonobos may be somehow classified as 'invaders' (aren't they the ones that steal everything?) so perhaps there are no limits on them.  It takes me ~3 years to kill off all the wildlife on my map, and after that nothing else shows up.  I took the numbers in the raw to be a global maximum in existence... I can verify tame animals stop breeding after a max is hit, and they do NOT start breeding again after the number goes below this.  However, I'm fairly certain there is a max limit present for tame animals, as I went through cows pretty regularly, culling the population to keep it manageable.  My money is on a global max ever, not alive at any one point, but I could be wrong. (Also, I think wild and tame ones are calculated separately... does your tone indicate they eventually stopped as well?)--Gotthard 22:08, 14 November 2008 (EST)&lt;br /&gt;
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::::Bonobos are &amp;quot;wild animals&amp;quot; in my unit list, and they aren't one of the thieving species.  I'm not sure whether all wildlife can be killed off; we need more people to chime in about their experiences.  My bonobo death count is about 200 now, and shows no sign of stopping.  (I've been using nerve-injured soldiers, not hunters, to do the killing.)  However, I also finally have a breeding stock of tame bonobos, and I'll let them breed up to the max to see if affects their migrating onto the map.  My bet is that the species cap is just for breeding, not migration.--[[User:Maximus|Maximus]] 23:13, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I'm not doubting your experience, but I've had 4-5 maps where I consistently run out of deer.  The species cap there seems to function fine, I *never* had any deer offspring, just hunted them for a while until they stopped (year 3-4ish).  I can't verify wolves, however.  So bonobos aren't predatory at all?  I was thinking maybe more 'aggressive' animals (even if they're not thieves) may reproduce ad infitum.  Or perhaps I scared them all off with my deer genocide?  I mean anytime a deer showed up, I had 3 guys run down and punch it to death.  Are you nicer to your bonobos?  And have you seen that with any other animals?  I've run out of hoary marmonts, mountain goats, and deer (on separate maps).  Sorry to be insistent, but this seems like one area we don't have a lot of info. --Gotthard 22:42, 18 November 2008 (EST)&lt;br /&gt;
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::::::No, I understand -- I'd like to figure it out too.  Actually, on my current map, something totally unexpected happened.  I've been keeping all my strays (of any species) in cages, and I haven't had any cow births since the beginning of the game.  I've also been buying every animal brought by traders, so was well above the limit.  I decided to slaughter all my cows to see what would happen.  I killed all of them, or nearly so, and suddenly all the pet cows are giving birth.  (There are 4 pet cows and two pet bulls in the fortress.)&lt;br /&gt;
&lt;br /&gt;
::::::As for the wild bonobos, they're still coming.  And elephants.  And mountain goats.  And hoary marmots.  None of them are predators.  (I do get zombie mountain goats and hoary marmots as well.)  But I've been posting soldiers to kill them for years now, and have killed many hundreds of animals.  Some animals tend to escape, since the soldiers stay near their station point instead of tracking down every last animal, like hunters will.  Maybe that's what makes the difference.&lt;br /&gt;
&lt;br /&gt;
::::::I did have a single crocodile and some ogres show up in the first year, and never again.  For any given fortress, there may just be some animals that are finite and some that are unlimited.  We should post to the forums soliciting other players' experiences to see what kind of generalizations can be made.--[[User:Maximus|Maximus]] 00:32, 19 November 2008 (EST)&lt;br /&gt;
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:::::::I had pet horses start to breed when I butchered most of the stray horses.  So that part, at least, seems to be reproduceable.&lt;br /&gt;
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:::::::I had three waves or so of macaques spawn, running them down with soldiers each time, and now they've stopped coming (they came about once a year for three years, and then I haven't seen them in the eight years since).&lt;br /&gt;
&lt;br /&gt;
:::::::The map keeps spawning one- and two-humped camels. I trap and tame them, but nobody's interested in adopting them.  It'll be interesting to see if eventually I run out. --[[User:Sev|Sev]] 12:41, 20 November 2008 (EST)&lt;br /&gt;
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::::::::Are they still in cages?  Dwarves won't adopt them unless they're roaming (or maybe on a chain... I haven't tested that yet).--[[User:Maximus|Maximus]] 16:30, 20 November 2008 (EST)&lt;br /&gt;
:::::::::Huh, is that for all livestock? No wonder I have such issues getting those tamed vermin adopted... I stuck them all in a cage for convenience. -[[User:Fuzzy|Fuzzy]] 18:11, 20 November 2008 (EST)&lt;br /&gt;
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== Breeding turtles ==&lt;br /&gt;
&lt;br /&gt;
While it doesn't really fall under the category of the &amp;quot;leather industry&amp;quot; that the top of the page claims, is it possible to do animal husbandry with turtles? It would be nice to be able to have a ready supply of them. I lack unfrozen water on my current map, so I can't rely on spawning turtles, but I do have three tame turtles from the caravans. My suspicion is that vermin aren't treated as animals, so there's to be no turtle breeding, but I know they are special cases in other ways, so I figured it might be worth a try. -[[User:Fuzzy|Fuzzy]] 18:16, 20 November 2008 (EST)&lt;br /&gt;
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:I don't think it's possible to release tame vermin from containment. They're always either in a cage, or in a small animal trap. That would keep them from breeding even if they were otherwise normal animals.--[[User:Bilkinson|Bilkinson]] 18:23, 20 November 2008 (EST)&lt;br /&gt;
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::Vermin may be released from their cage if they are adopted by a dwarf, AFAIK. --[[User:GreyMario|GreyMaria]] 18:50, 20 November 2008 (EST)&lt;br /&gt;
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:Oh, the &amp;quot;leather industry&amp;quot; is a hold-over from before I moved the original page to &amp;quot;Meat industry&amp;quot;. I keep meaning to give this a spruce up ... --[[User:Juckto|Juckto]] 20:38, 20 November 2008 (EST)&lt;br /&gt;
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: What if I were to build an enclosed pool inside my fortress and mark it as a [[Activity_zone#Pit.2FPond|pit]].  Would I be able to dump caught turtles into it, or does the [[Activity_zone#Pit.2FPond|pit/pond]] classification only account for [[animals]] and not [[vermin]]?  I've never checked before. --[[User:FJH|FJH]] 19:52, 2 March 2009 (EST)&lt;br /&gt;
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:: *checks*  Looks like you can assign tame vermin to a pit.  I don't think you can breed turtles though. --[[User:LegacyCWAL|LegacyCWAL]] 14:54, 30 March 2009 (UTC)&lt;br /&gt;
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:Interesting....Since you're only trying to breed turtles, I guess you can just channel a few squares and mark it as a pit. It's faster since the dwarves do take a heck of a long time to fill pools. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Stinhad Limarezum|Stinhad Limarezum]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A death by any other means==&lt;br /&gt;
I made a note that if an animal is killed by something other than a hunter or butcher it cannot be butchered, based on my experience of 2 dogs being killed by a werewolf and being unbutcherable. GreyMario changed it to &amp;quot;certain animals need to be alive when taken to the butchery&amp;quot;. Dorten removed the note entirely. &amp;lt;br&amp;gt;I'll admit my experience was several versions ago - can you butcher any dead unrotten creature now? --[[User:Juckto|Juckto]] 02:49, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that there are cases where killed animals are rendered unbutcherable. In my case, I brought a boatload of cats for short-term butchering, only to find that I quickly dug into an underground river, and have a dozen snakemen, etc, come out and kill half the cats. Even though they were marked for butchering before they died (I hadn't yet built a butcher shop,) only those that escaped slithering death were ever butchered, the rest sat in my refuse stockpile rotting along with the river-raiders. Oh, yes.. I even went and tried unforbidding them just incase; They weren't. --[[User:N9103|Edward]] 03:35, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This only applies to tame animals. I have several experiences where caravan guards killed wild naked mole dogs and elks that came in the way. I butchered them all.&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Puppies.png&amp;diff=48369</id>
		<title>File:Puppies.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Puppies.png&amp;diff=48369"/>
		<updated>2009-04-14T01:10:04Z</updated>

		<summary type="html">&lt;p&gt;Schm0: I know why the caged animal breeds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I know why the caged animal breeds.&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45780</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45780"/>
		<updated>2009-04-11T21:00:24Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Breeding */ I've been breeding in cages for a long time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
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&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, not in cages,{{verify}} and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species are not currently in [[cage]]s{{verify}} then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership.&lt;br /&gt;
&lt;br /&gt;
Caged animals will not breed,{{verify}} although animals on a [[restraint]] will.  It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, it is recommended that you cage all your young because the neither breed nor give the same amount of bones, meat, and fat as adults. Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not affect processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45779</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45779"/>
		<updated>2009-04-05T17:05:52Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Breeding */  Caged animals breed just fine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, not in cages((verify)), and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species are not currently in [[cage]]s((verify)) then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership.&lt;br /&gt;
&lt;br /&gt;
Caged animals will not breed ((verify)), although animals on a [[restraint]] will.  It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, it is recommended that you cage all your young because the neither breed nor give the same amount of bones, meat, and fat as adults. Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not affect processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45778</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45778"/>
		<updated>2009-04-05T16:59:44Z</updated>

		<summary type="html">&lt;p&gt;Schm0: deleting completely wasteless drivel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, not in cages, and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species are not currently in [[cage]]s then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership.&lt;br /&gt;
&lt;br /&gt;
Caged animals will not breed, although animals on a [[restraint]] will.  It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, it is recommended that you cage all your young because the neither breed nor give the same amount of bones, meat, and fat as adults. Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not affect processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30388</id>
		<title>40d Talk:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30388"/>
		<updated>2009-04-05T16:56:30Z</updated>

		<summary type="html">&lt;p&gt;Schm0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hate mud. [[User:Schm0|Schm0]] 14:15, 1 December 2007 (EST)&lt;br /&gt;
:Me to [[User:Diabl0658|Diabl0658]] 15:10, 1 December 2007 (EST)&lt;br /&gt;
::Never understood the problem. My dwarves clean it at least once a year, just like blood and the likes... --[[User:Eagle of Fire|Eagle of Fire]] 18:01, 1 December 2007 (EST)&lt;br /&gt;
:::Uh, read [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002192 my article on the bug forum]. Mud is only cleaned indoors. If you have it outdoors, it's tracked throughout the map and expands exponentially. It has taken me two winters to successfully dry my fortress entrance. [[User:Schm0|Schm0]] 22:11, 1 December 2007 (EST)&lt;br /&gt;
:::Mud ruined my life! --[[User:Jackard|Jackard]] 06:47, 2 December 2007 (EST)&lt;br /&gt;
::::This issue is fixed as of 0.27.169.33f. Toady One has disabled mud/blood spreading for the time being.&lt;br /&gt;
:::::So much for my blood-temple to armok... --[[User:Frostedfire|Frostedfire]] 03:02, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outdoor mud ==&lt;br /&gt;
&lt;br /&gt;
Mud doesn't automatically disappear during winter. That someone believed this is the case makes me wonder if it isn't snowfall which causes the mud to disappear, once the snow melts. I haven't played on a map where it snows for a while, so I can't test ATM. --[[User:Raumkraut|Raumkraut]] 15:34, 26 July 2008 (EDT)&lt;br /&gt;
:Evaporation causes mud to disappear. Also, the cleaning job is used (sparingly) to clean up mud, along with vomit and blood. In previous versions, evaporation only occurred seasonally.[[User:Schm0|Schm0]] 16:56, 5 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Mud ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to use a bucket and outdoors water source to intentionally make an indoor area muddy for planting purposes? --[[User:FJH|FJH]] 00:27, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, you can.  This article describes the process [[Activity_zone#Pit.2FPond]].--[[User:Kwieland|Kwieland]] 09:35, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10358</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10358"/>
		<updated>2009-01-03T20:46:21Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Bins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
&lt;br /&gt;
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
&lt;br /&gt;
Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Custom Catastrophe==&lt;br /&gt;
&lt;br /&gt;
According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the &amp;quot;prepared food&amp;quot; option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bins ==&lt;br /&gt;
&lt;br /&gt;
how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
:::You can now mass designate items for dumping by selecting large amounts of stone, or any other object, really. [[User:Schm0|Schm0]] 15:46, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== my dear cook ==&lt;br /&gt;
&lt;br /&gt;
preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stone Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Take From Stockpile ==&lt;br /&gt;
&lt;br /&gt;
While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Clear stone to replace with stockpile?  ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. &lt;br /&gt;
&lt;br /&gt;
(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Stone management]].  As for the road, when constructing a building, it shows you how distant the materials are, but only &amp;quot;as the crow flies&amp;quot;.  If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it.  Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Armor bin capacity==&lt;br /&gt;
&lt;br /&gt;
I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It depends on the size of the items.  An armor bin can hold a lot more boots and gauntlets than it can suits of platemail.  It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've long been curious about what the formula is for bin capacity.  A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Core Quality vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=27598</id>
		<title>40d Talk:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=27598"/>
		<updated>2009-01-02T02:41:26Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Breeding + Restraints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you make ropes in the latest version?&lt;br /&gt;
&lt;br /&gt;
You make ropes from Cloth(or silk) at a Clothier's Workshop. Once you've made a Rope, you build it as a Restraint from the building menu  (b)-&amp;gt;(v) --[[User:Wahnsinniger|Wahnsinniger]] 12:30, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Are Restraints Destructable? ==&lt;br /&gt;
&lt;br /&gt;
It appears that ropes can be broken by prisoners. I think I've seen this 2-3 times, but I'd like someone else to verify -- [[User:SammyJ|SammyJ]]&lt;br /&gt;
&lt;br /&gt;
:My prisoners usually destroy nearby ropes when they tantrum and there were a few occasions when they became free without damaging any ropes. Not sure if they are able to destroy their rope.--[[User:Another|Another]] 17:35, 20 November 2007 (EST)&lt;br /&gt;
::Did you try with something metallic, like chains? --[[User:Eagle of Fire|Eagle of Fire]] 17:58, 20 November 2007 (EST)&lt;br /&gt;
:I've had a war dog escape a rope. The rope wasn't damaged, and I just tied him back on.&lt;br /&gt;
&lt;br /&gt;
== Breeding + Restraints ==&lt;br /&gt;
&lt;br /&gt;
Do animals assigned to retraints breed normally? I know they don't breed while in cages. This info should be added here. --[[User:Felix the Cat|Felix the Cat]] 17:51, 18 July 2008 (EDT)&lt;br /&gt;
:They indeed do, I one of my roped war dogs sentries has a cloud of puppies around her. [[User:HeWhoIsPale|HeWhoIsPale]] 15:13, 2 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not quite sure what you guys are talking about, since in 40d(5) my dogs are breeding just fine in cages. [[User:Schm0|Schm0]] 13:26, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Restraints + Adoption ==&lt;br /&gt;
&lt;br /&gt;
Note that I have three stray kittens which have been chained as sentry cats for over two years now, and they haven't adopted anyone. If it's true that chained animals won't attack, and chained cats won't adopt, then cats are a much wiser sentry resource. --[[User:RomeoFalling|RomeoFalling]] 22:52, 7 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35077</id>
		<title>40d Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35077"/>
		<updated>2009-01-02T02:33:52Z</updated>

		<summary type="html">&lt;p&gt;Schm0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is cave spider a vermin or what? Haven't seen any, although the webs are reappearing every so often.--[[User:Dorten|Dorten]] 00:22, 17 January 2008 (EST)&lt;br /&gt;
:Yes. I believe the small ones are regular vermin. The Giant ones on the other hand... [[User:Jikor|Jikor]] 04:38, 17 January 2008 (EST)&lt;br /&gt;
::The seem to be especially invisible vermin. If you want to see one you just need to look longer. They also seem to like covering their caves with miasma from rotting olms... --[[User:Someone-else|Someone-else]] 08:08, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spider bites ==&lt;br /&gt;
&lt;br /&gt;
My cats keep being bit by cave spiders and walking around stunned. What does this mean for me? Are my dwarf's pets going to die and drive them to the brink of insanity? --[[User:Wafl|Wafl]] 13:24, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave spider bite causes the victim to randomly get inflicted with the status condition &amp;quot;stun&amp;quot; for the rest of the victim's life.  This is not fatal, and in the case of a pet, not really important.  --[[User:Bouchart|Bouchart]] 13:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had one of my Dwarves bitten by one. He randomly gets stunned, for the past year... It's annoying, but they continue doing what they were last. [[User:Aaron5367|Aaron5367]] 16:19, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not just cats ==&lt;br /&gt;
&lt;br /&gt;
Had several different tame animals bitten, no sign of stun so far. - Sheltem&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cold weather ==&lt;br /&gt;
Are they present in cold climates? can anyone confirm? -- [[User:Vaevictus|Vaevictus]] 23:44, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From what I can tell, they are present underground, anywhere there is a chasm of some sort. They teleport like other vermin. [[User:Aaron5367|Aaron5367]] 16:22, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silk Farming ==&lt;br /&gt;
&lt;br /&gt;
I would love to see some of the ideas from various [http://www.bay12games.com/forum/index.php?topic=28728.0 posts] in the forums to consistently and successfully farm silk from a captured cave spider (of any kind.) [[User:Schm0|Schm0]] 21:33, 1 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=27597</id>
		<title>40d Talk:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=27597"/>
		<updated>2008-12-31T18:26:58Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Breeding + Restraints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you make ropes in the latest version?&lt;br /&gt;
&lt;br /&gt;
You make ropes from Cloth(or silk) at a Clothier's Workshop. Once you've made a Rope, you build it as a Restraint from the building menu  (b)-&amp;gt;(v) --[[User:Wahnsinniger|Wahnsinniger]] 12:30, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Are Restraints Destructable? ==&lt;br /&gt;
&lt;br /&gt;
It appears that ropes can be broken by prisoners. I think I've seen this 2-3 times, but I'd like someone else to verify -- [[User:SammyJ|SammyJ]]&lt;br /&gt;
&lt;br /&gt;
:My prisoners usually destroy nearby ropes when they tantrum and there were a few occasions when they became free without damaging any ropes. Not sure if they are able to destroy their rope.--[[User:Another|Another]] 17:35, 20 November 2007 (EST)&lt;br /&gt;
::Did you try with something metallic, like chains? --[[User:Eagle of Fire|Eagle of Fire]] 17:58, 20 November 2007 (EST)&lt;br /&gt;
:I've had a war dog escape a rope. The rope wasn't damaged, and I just tied him back on.&lt;br /&gt;
&lt;br /&gt;
== Breeding + Restraints ==&lt;br /&gt;
&lt;br /&gt;
Do animals assigned to retraints breed normally? I know they don't breed while in cages. This info should be added here. --[[User:Felix the Cat|Felix the Cat]] 17:51, 18 July 2008 (EDT)&lt;br /&gt;
:They indeed do, I one of my roped war dogs sentries has a cloud of puppies around her. [[User:HeWhoIsPale|HeWhoIsPale]] 15:13, 2 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not quite sure what you guys are talking about, since in 40d(5) my dogs are breeding just fine. [[User:Schm0|Schm0]] 13:26, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Restraints + Adoption ==&lt;br /&gt;
&lt;br /&gt;
Note that I have three stray kittens which have been chained as sentry cats for over two years now, and they haven't adopted anyone. If it's true that chained animals won't attack, and chained cats won't adopt, then cats are a much wiser sentry resource. --[[User:RomeoFalling|RomeoFalling]] 22:52, 7 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quern&amp;diff=3175</id>
		<title>40d:Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quern&amp;diff=3175"/>
		<updated>2008-11-09T17:10:26Z</updated>

		<summary type="html">&lt;p&gt;Schm0: This sentence was fragmented and diffucult to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Quern|key=q|job=[[Milling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Furniture|Quern]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Longland flour]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''quern''' is used to grind up certain [[plant]]s to make [[flour]] and [[dye]].  Unlike a [[millstone]], it does not require a power source, using [[dwarf|dwarven]] labor instead.  That said, it is slower to produce the milled product unless the miller is moderately strong. &lt;br /&gt;
&lt;br /&gt;
Milling produces seeds from the plants.&lt;br /&gt;
&lt;br /&gt;
Before you can build the quern workshop, you must first build a quern (as in the furniture) at a [[Mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
It is unknown whether extended use will tire the dwarf using it (see [[screw pump]].)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5977</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5977"/>
		<updated>2007-12-31T20:46:32Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Got rid of some miscellaneous crap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Create World&amp;quot; you will be brought to the parameters screen. Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter selection|Parameter selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.  Note that the choice to use a random name will also affect the world that is generated, so if a known seed fails to generate the correct world, try toggling this option.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a large BMP format [[CP437|ASCII]] graphic of the created world.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
start /wait /high dwarfort.exe -gen 1 RANDOM RANDOM&lt;br /&gt;
start /wait /high dwarfort.exe -gen 2 RANDOM RANDOM&lt;br /&gt;
start /wait /high dwarfort.exe -gen 3 RANDOM RANDOM&lt;br /&gt;
start /wait /high dwarfort.exe -gen 4 RANDOM RANDOM&lt;br /&gt;
start /wait /high dwarfort.exe -gen 5 RANDOM RANDOM&lt;br /&gt;
start /wait /high dwarfort.exe -gen 6 RANDOM RANDOM&lt;br /&gt;
start /wait /high dwarfort.exe -gen 7 RANDOM RANDOM&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may steal this or edit this if you like. ~schm0&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7462</id>
		<title>40d Talk:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7462"/>
		<updated>2007-12-06T03:15:00Z</updated>

		<summary type="html">&lt;p&gt;Schm0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has &amp;quot;ad&amp;quot; in the URL, and you are using AdBlock.&lt;br /&gt;
:Thank you, anonymous. :)&lt;br /&gt;
&lt;br /&gt;
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 1&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 2&lt;br /&gt;
&lt;br /&gt;
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole &amp;quot;C:\df\whatever&amp;quot; tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17589</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17589"/>
		<updated>2007-12-05T01:13:34Z</updated>

		<summary type="html">&lt;p&gt;Schm0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2308</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2308"/>
		<updated>2007-12-04T20:08:03Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Added hunter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of [[experience]] points (XP). Once the XP reach the amount required for the next level, the rank will increase.&lt;br /&gt;
&lt;br /&gt;
The highest skill or skills of a dwarf determines their profession.&lt;br /&gt;
&lt;br /&gt;
== Skill ranks ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
The following list of skills is grouped by the professions they fall in.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#bbb|#bbb|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#282|#484|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|#2f2|#6f6|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Craftsdwarf|#22f|#66f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|#828|#848|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|#882|#884|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f22|#f66|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#288|#488|&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30948</id>
		<title>40d:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30948"/>
		<updated>2007-12-04T17:40:25Z</updated>

		<summary type="html">&lt;p&gt;Schm0: New page: Underground rivers occur on some maps. This article needs some editing and some testing... where do they occur?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underground rivers occur on some maps. This article needs some editing and some testing... where do they occur?&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19237</id>
		<title>40d:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19237"/>
		<updated>2007-12-04T17:20:31Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Added some small bits of content, formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Indoor mud is created by filling a stone [[floor]] tile with [[water]], then letting the water evaporate. Outdoor mud is created by covering any soil tile with water. Creating mud is essential to providing [[irrigation]] for [[indoor]] [[crops]]. The most common sources for mud are the results of [[irrigation]], [[farming]], and draining  [[water]] sources.&lt;br /&gt;
&lt;br /&gt;
Mud will spread as your dwarves and animals walk through it and adjoining tiles. It can quickly spread from a [[farm]]ing area throughout your entire fortress, turning floor tiles brown. [[grate|Floor Grates]] over a [[channel]] or [[bridge]]s seem to stop the spread.{{version|0.27.169.33d}}&lt;br /&gt;
&lt;br /&gt;
Outdoor mud will completely dry over the winter if it lies undisturbed for the entire time. Barring your dwarves (and therefore any pets) from going outside is the only way to allow the outdoor mud to completely dry. If mud exists within your fort, it will dry during this time. Indoor mud can also be cleaned by dwarves with this profession enabled.&lt;br /&gt;
&lt;br /&gt;
== Example of Stopping Mud Spread  ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WWWWWWWWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====Wó.óW&lt;br /&gt;
W=====WW.WW&lt;br /&gt;
W=====+#...&lt;br /&gt;
W+WWW+WWWWW&lt;br /&gt;
W1WWW7WWWWW&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
W - unmined [[wall]]&lt;br /&gt;
= - farm plot&lt;br /&gt;
+ - doors (water inlet/outlet, farmer entance)&lt;br /&gt;
# - floor grate&lt;br /&gt;
7 - water source&lt;br /&gt;
1 - water drain&lt;br /&gt;
ó - levers connected to doors&lt;br /&gt;
. - clean(!!) ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that a [[channel]] must be built in the tile before the grate is installed. I guess mud can originate from a number of sources besides your own farming, but with enough grates, the fancier parts of the fortress should be safe.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] mud objects which you can pick up from muddy tiles are edible. {{version|0.27.169.33c}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15220</id>
		<title>40d Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15220"/>
		<updated>2007-12-03T03:48:08Z</updated>

		<summary type="html">&lt;p&gt;Schm0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;...this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill.&amp;quot; I'm having a hard time visualizing what this means, could someone make a diagram? --[[User:BahamutZERO|BahamutZERO]] 12:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 0, your windmill W (I'm not sure what it looks like)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
....&lt;br /&gt;
.W..&lt;br /&gt;
..&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level -1, your gear assemblies, * and axle, =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
####&lt;br /&gt;
#**=&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link your lever to the second assembly (right), such that the Windmill is supported by the other (left).&lt;br /&gt;
&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 13:09, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: won't this waste 5 power on a useless gear?  why not just build a wall instead? --[[User:Lacero|Lacero]] 15:27, 2 November 2007 (EDT)&lt;br /&gt;
::because you need a gear under the windmill to get power from it. the second gear is so that you can cut power without collapsing the windmill. --[[User:BurnedToast|BurnedToast]] 15:30, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::This only applies to a windmill built floating above the ground, so the above example doesn't apply -- disconnecting the gear in Draco18s' example would do nothing to the windmill.  Really, you should just build a set of supports and some actual floor to put an above-ground windmill onto a &amp;quot;solid foundation&amp;quot;, so that it remains supported even when you disconnect power.  That way you don't lose any power from adding another gear assembly.  Gear assemblies are 'spensive. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
::::Yes, you're right. I was under the impression you needed a gear because mine hadn't worked with a vertical axle when I tried. However, I just tried again and it worked so I must have done something stupid like not dug a channel or placed the windmill wrong the first time. --[[User:BurnedToast|BurnedToast]] 03:57, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wish Toady would change the name &amp;quot;vertical axle&amp;quot; to &amp;quot;y-axle&amp;quot; and horizontal to x, etc. I've been reading this assuming assembly gears moved power across the z-axis only. Faces of Mu&lt;br /&gt;
&lt;br /&gt;
::::Eh, don't worry! I started using the axles and realised they really were horizontal and vertical, with changing horizontal axles using the s key. Faces of Mu.&lt;br /&gt;
&lt;br /&gt;
Is it possible to connect more than one axle to a gear assembly, and if so, is there any extra loss of power as a result? --[[User:Xazak|Xazak]] 14:35, 4 November 2007 (EST)&lt;br /&gt;
:Yes and yes. --[[User:Ikkonoishi|Ikkonoishi]] 17:02, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible to aggregate power with gears? That is to say, if you have two or more windmills and you use axles to move the power into a single column, does it sum up the power? --[[User:Mitchy|Mitchy]] 12:55, 11 November 2007 (EST)&lt;br /&gt;
:Yes. --[[User:Valdemar|Valdemar]] 12:59, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Deleted the 'Solidity' section from the page today. It's completely silly. Some reasons why below:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Gears are presumably solid, however they do not block movement in a square.&amp;quot;&lt;br /&gt;
::Duh. We don't think they're made out of paper. But they're not so huge as to block the entire square like a door or wall... why would they?&lt;br /&gt;
:&lt;br /&gt;
:&amp;quot;Dwarves, kobolds, and other beasties have no problem walking through squares occupied by gear assemblies.  It's also important to note that water can also flow freely through them.&amp;quot;&lt;br /&gt;
::See above.&lt;br /&gt;
:&lt;br /&gt;
:&amp;quot;Toady has considered causing damage to creatures that move through gear assemblies in the future, so don't build any main corridors through them.&amp;quot;&lt;br /&gt;
::Then put that in the talk section, where it belongs.&lt;br /&gt;
[[User:Schm0|Schm0]] 22:48, 2 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gear_assembly&amp;diff=4440</id>
		<title>40d:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gear_assembly&amp;diff=4440"/>
		<updated>2007-12-03T03:44:37Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Took out an entirely useless and uninformational section and moved it to the &amp;quot;talk&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''gear assembly''' is a [[machine component]] that is used to move [[power]] between adjacent machine components such as [[water wheel]]s, [[windmill]]s, [[axle]]s, and other gear assemblies. This allows the transfer of vertical motion to horizontal and vice versa.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies require 5 units of power each.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
Gears can be constructed from the {{K|b}}uild menu under {{K|M}}achine Components and {{K|g}}ear. They require one [[mechanism]] to construct.&lt;br /&gt;
&lt;br /&gt;
After the gear assembly has been constructed, it will automatically draw power from an adjacent power source.  Further components can then be connected to the other available sides (East, West, North, South, Above, Below) of the gear assembly, and will automatically draw power from the power source via the assembly.  Note that gear assemblies do not transfer power diagonally; they only work orthogonally (N-S and E-W). &lt;br /&gt;
&lt;br /&gt;
In order to transfer power between [[z-level]]s with a gear assembly, you must first dig a channel, and then place the gear over the opening. Then place either another gear assembly, a vertical axle, or a machine (screw pump, etc.) on the z-level below in the same square, and power will be routed to it.&lt;br /&gt;
&lt;br /&gt;
==Disconnected gears==&lt;br /&gt;
&lt;br /&gt;
Gears can be &amp;quot;disconnected&amp;quot; by being connected to a [[lever]], and then activating that lever. However, be warned that devices connected vertically to a linked gear may collapse when disconnected. The same is true of a horizontally connected hanging device. An example is a windmill built directly on top of a gear: in this case, disconnecting the gear via the lever will cause the windmill construction to collapse. In order to avoid this, create a second gear adjacent to the linked gear but not otherwise connected to the system; This gear will support the windmill if the linked gear is disconnected, but will not transfer power, since it only draws it from the now-disconnected gear.&lt;br /&gt;
&lt;br /&gt;
Note that the above is only necessary if the windmill is entirely unsupported outside of the gear on which it rests.  Windmills (and other components) which have &amp;quot;Stable foundation&amp;quot; in their {{K|q}} view should not collapse if a gear beneath them is disconnected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11583</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11583"/>
		<updated>2007-12-03T01:24:49Z</updated>

		<summary type="html">&lt;p&gt;Schm0: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting out in the right location is crucial to not [[losing]] (but remember, losing is fun!). Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view{{Verify}}. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a more flat landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] ores. If you plan to have steel production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable metals like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a desert.  Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of trees in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of seeds, alcohol, and food for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{ver|0.27.169.33a}} Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11582</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11582"/>
		<updated>2007-12-03T01:22:23Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Added info about elevation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting out in the right location is crucial to not [[losing]] (but remember, losing is fun!). Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view{{Verify}}. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable.&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora.&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a more flat landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] ores. If you plan to have steel production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable metals like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a desert.  Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of trees in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of seeds, alcohol, and food for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{ver|0.27.169.33a}} Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11581</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11581"/>
		<updated>2007-12-03T01:17:26Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Deleted content that assumes more player strategy, added content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting out in the right location is crucial to not [[losing]] (but remember, losing is fun!). Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view{{Verify}}. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable.&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] ores. If you plan to have steel production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable metals like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a desert.  Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of trees in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of seeds, alcohol, and food for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{ver|0.27.169.33a}} Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11580</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11580"/>
		<updated>2007-12-03T01:13:46Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Deleted statement that assumes the player has a certain technique in mind, verification needed, added links to other pages, added content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting out in the right location is crucial to not [[losing]] (but remember, losing is fun!). Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|right|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view{{Verify}}. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable.&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] ores. If you plan to have steel production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable metals like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a desert.  Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
Not as important in the new version, since caravans now bring [[wood]]; but [[treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of seeds, alcohol, and food for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{ver|0.27.169.33a}} Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19236</id>
		<title>40d:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19236"/>
		<updated>2007-12-03T01:04:03Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mud can be created by filling a [[floor]] space with [[water]], then letting it evaporate. Creating mud is essential to providing [[irrigation]] for [[indoor]] [[crops]]. The most common sources for mud are the results of [[irrigation]], [[farming]], and draining  [[water]] sources.&lt;br /&gt;
&lt;br /&gt;
Mud will spread as your dwarves walk through it and into other areas. It can quickly spread from a [[farm]]ing area throughout your entire fortress, turning floor tiles brown. [[grate|Floor Grates]] over a [[channel]] or [[bridge]]s seem to stop the spread.&lt;br /&gt;
&lt;br /&gt;
Outdoor mud will completely dry over the winter if it lies undisturbed for the entire time. Barring your dwarves from going outside is the only way to allow all the mud to completely dry. If mud exists within your fort, it will dry during this time. Indoor mud can also be cleaned by dwarves with this profession enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example of Stopping Mud Spread  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WWWWWWWWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====Wó.óW&lt;br /&gt;
W=====WW.WW&lt;br /&gt;
W=====+#...&lt;br /&gt;
W+WWW+WWWWW&lt;br /&gt;
W1WWW7WWWWW&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
W - unmined [[wall]]&lt;br /&gt;
= - farm plot&lt;br /&gt;
+ - doors (water inlet/outlet, farmer entance)&lt;br /&gt;
# - floor grate&lt;br /&gt;
7 - water source&lt;br /&gt;
1 - water drain&lt;br /&gt;
ó - levers connected to doors&lt;br /&gt;
. - clean(!!) ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that a [[channel]] must be built in the tile before the grate is installed. I guess mud can originate from a number of sources besides your own farming, but with enough grates, the fancier parts of the fortress should be safe.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] mud objects which you can pick up from muddy tiles are edible. {{version|0.27.169.33c}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19235</id>
		<title>40d:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19235"/>
		<updated>2007-12-03T01:03:18Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Added more statements to the opening paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mud can be created by filling a [[floor]] space with [[water]], then letting it evaporate. Creating mud is essential to providing [[irrigation]] for [[indoor]] [[crops]]. The most common sources for mud are the results of [[irrigation]], [[farming]], and draining lakes or other similar water sources.&lt;br /&gt;
&lt;br /&gt;
Mud will spread as your dwarves walk through it and into other areas. It can quickly spread from a [[farm]]ing area throughout your entire fortress, turning floor tiles brown. [[grate|Floor Grates]] over a [[channel]] or [[bridge]]s seem to stop the spread.&lt;br /&gt;
&lt;br /&gt;
Outdoor mud will completely dry over the winter if it lies undisturbed for the entire time. Barring your dwarves from going outside is the only way to allow all the mud to completely dry. If mud exists within your fort, it will dry during this time. Indoor mud can also be cleaned by dwarves with this profession enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example of Stopping Mud Spread  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WWWWWWWWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====Wó.óW&lt;br /&gt;
W=====WW.WW&lt;br /&gt;
W=====+#...&lt;br /&gt;
W+WWW+WWWWW&lt;br /&gt;
W1WWW7WWWWW&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
W - unmined [[wall]]&lt;br /&gt;
= - farm plot&lt;br /&gt;
+ - doors (water inlet/outlet, farmer entance)&lt;br /&gt;
# - floor grate&lt;br /&gt;
7 - water source&lt;br /&gt;
1 - water drain&lt;br /&gt;
ó - levers connected to doors&lt;br /&gt;
. - clean(!!) ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that a [[channel]] must be built in the tile before the grate is installed. I guess mud can originate from a number of sources besides your own farming, but with enough grates, the fancier parts of the fortress should be safe.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] mud objects which you can pick up from muddy tiles are edible. {{version|0.27.169.33c}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19234</id>
		<title>40d:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19234"/>
		<updated>2007-12-03T00:59:03Z</updated>

		<summary type="html">&lt;p&gt;Schm0: corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mud can be created by filling a [[floor]] space with [[water]], then letting it evaporate. Creating mud is the goal of [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Mud will spread as your dwarves walk through it and into other areas. It can quickly spread from a [[farm]]ing area throughout your entire fortress, turning floor tiles brown. [[grate|Floor Grates]] over a [[channel]] or [[bridge]]s seem to stop the spread.&lt;br /&gt;
&lt;br /&gt;
Outdoor mud will completely dry over the winter if it lies undisturbed for the entire time. Barring your dwarves from going outside is the only way to allow all the mud to completely dry. If mud exists within your fort, it will dry during this time. Indoor mud can also be cleaned by dwarves with this profession enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example of Stopping Mud Spread  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WWWWWWWWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====Wó.óW&lt;br /&gt;
W=====WW.WW&lt;br /&gt;
W=====+#...&lt;br /&gt;
W+WWW+WWWWW&lt;br /&gt;
W1WWW7WWWWW&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
W - unmined [[wall]]&lt;br /&gt;
= - farm plot&lt;br /&gt;
+ - doors (water inlet/outlet, farmer entance)&lt;br /&gt;
# - floor grate&lt;br /&gt;
7 - water source&lt;br /&gt;
1 - water drain&lt;br /&gt;
ó - levers connected to doors&lt;br /&gt;
. - clean(!!) ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that a [[channel]] must be built in the tile before the grate is installed. I guess mud can originate from a number of sources besides your own farming, but with enough grates, the fancier parts of the fortress should be safe.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] mud objects which you can pick up from muddy tiles are edible. {{version|0.27.169.33c}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19233</id>
		<title>40d:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19233"/>
		<updated>2007-12-03T00:57:40Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Added info on drying and cleaning mud&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mud can be created by filling a [[floor]] space with [[water]], then letting it evaporate. Creating mud is the goal of [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Mud will spread as your dwarves walk through it and into other areas. It can quickly spread from a [[farm]]ing area throughout your entire fortress, turning floor tiles brown. [[grate|Floor Grates]] over a [[channel]] or [[bridge]]s seem to stop the spread.&lt;br /&gt;
&lt;br /&gt;
Mud will completely dry over the winter if it lies undisturbed for the entire time. Barring your dwarves from going outside is the only way to allow all the mud to completely dry. If mud exists within your fort, it will dry during this time and indoor mud can be cleaned by dwarves with this profession enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example of Stopping Mud Spread  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WWWWWWWWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====Wó.óW&lt;br /&gt;
W=====WW.WW&lt;br /&gt;
W=====+#...&lt;br /&gt;
W+WWW+WWWWW&lt;br /&gt;
W1WWW7WWWWW&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
W - unmined [[wall]]&lt;br /&gt;
= - farm plot&lt;br /&gt;
+ - doors (water inlet/outlet, farmer entance)&lt;br /&gt;
# - floor grate&lt;br /&gt;
7 - water source&lt;br /&gt;
1 - water drain&lt;br /&gt;
ó - levers connected to doors&lt;br /&gt;
. - clean(!!) ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that a [[channel]] must be built in the tile before the grate is installed. I guess mud can originate from a number of sources besides your own farming, but with enough grates, the fancier parts of the fortress should be safe.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] mud objects which you can pick up from muddy tiles are edible. {{version|0.27.169.33c}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30381</id>
		<title>40d Talk:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30381"/>
		<updated>2007-12-02T03:11:19Z</updated>

		<summary type="html">&lt;p&gt;Schm0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hate mud. [[User:Schm0|Schm0]] 14:15, 1 December 2007 (EST)&lt;br /&gt;
:Me to [[User:Diabl0658|Diabl0658]] 15:10, 1 December 2007 (EST)&lt;br /&gt;
::Never understood the problem. My dwarves clean it at least once a year, just like blood and the likes... --[[User:Eagle of Fire|Eagle of Fire]] 18:01, 1 December 2007 (EST)&lt;br /&gt;
:::Uh, read [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002192 my article on the bug forum]. Mud is only cleaned indoors. If you have it outdoors, it's tracked throughout the map and expands exponentially. It has taken me two winters to successfully dry my fortress entrance. [[User:Schm0|Schm0]] 22:11, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30378</id>
		<title>40d Talk:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30378"/>
		<updated>2007-12-01T19:15:16Z</updated>

		<summary type="html">&lt;p&gt;Schm0: New page: I hate mud. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hate mud. [[User:Schm0|Schm0]] 14:15, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30308</id>
		<title>40d Talk:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30308"/>
		<updated>2007-12-01T16:27:00Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Response&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ive had raccoons come into above ground buildings and steal from workshops. Stupid raccoon took my fortresses only piece of leather, was gonna make a bag for glass making. [[User:Diabl0658|Diabl0658]] 11:12, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raccoons will make their way for the closest item (or at least a random item in the closest general area) to the edge of the map from which they appeared. If that item is above ground in a workshop, then they can certainly climb up stairs to get it.[[User:Schm0|Schm0]] 11:27, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6501</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6501"/>
		<updated>2007-11-30T11:31:44Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Added list of creatures that trigger traps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch vermin, see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
Traps are a reliable and cost-effective method for defending any fortress. Unlike soldiers, they're always on duty, and don't need to be carefully managed. OOn the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them. Traps are not triggered by dwarves, pets, and enemies capable of sneaking, such as kobold thieves. Such creatures will pass over traps without triggering them.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a stone suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most humanoid enemies although trolls, magmamen and hardier creatures may take two or three to drop. Mythical creatures such as dragons, hydras and titans will take upwards of five or six. After being used they need to be reloaded with another stone, a task which your dwarves will see to automatically. Stone traps can now be built outside.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the weapons spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using bows or crossbows will not require cleaning but do use ammo.&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured it's stored, cage and all, in an appropriate animal stockpile. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will be fed periodically.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps will be useless on their own, they must be linked up to a pressure plate or lever to become active, the fact that they do piercing damage makes them usefull against more powerfull foes, additionally their friendly fire means they make extremely usefull and effective anti-immigrant traps.&lt;br /&gt;
&lt;br /&gt;
:I did some testing, and as far as I can tell they don't cause any extra falling damage. I could be wrong about this as I only tested with wooden spikes and maybe they didn't add enough extra to be noticeable, but I doubt it.&lt;br /&gt;
&lt;br /&gt;
:they can, however, be linked to a lever. when pulled, the retract - when pulled again they shoot out doing a moderate amount of damage (5 mid-range wooden spikes pierced both lungs of an elephant and gave it a light liver wound in one shot). The best part is, the lever can be set to repeat which makes the spikes go up and down really fast and causes massive damage to anything walking over them.&lt;br /&gt;
&lt;br /&gt;
:stuff does get stuck in them, sort of. corpses will appear as an item inside the spikes 'building' when they are out (the same way mugs and whatnot appear inside workshops when you first make them). retracting the spikes lets the corpse out. I have no idea if a corpse stuck in them stops them from doing damage to other creatures walking over them.&lt;br /&gt;
&lt;br /&gt;
:a warning - spikes do friendly fire, and the 5 moderate wooden spikes mentioned above was enough to instagib some elven traders and one of my dwarves in 1 shot. ---- Taken from a forum post by BurnedToast [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001777]&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, grates, supports, water, magma, and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pressure_plates&amp;diff=30077</id>
		<title>Pressure plates</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pressure_plates&amp;diff=30077"/>
		<updated>2007-11-29T11:23:44Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Redirect for 'pressure plates' to 'pressure plate'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Pressure plate]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5976</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=5976"/>
		<updated>2007-11-29T02:42:48Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Added my siggy for credit, if due. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen1.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Create World&amp;quot; you will be brought to the parameters screen. Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''[[#Name|Name]]''' - The name of your world, either random or predetermined.&lt;br /&gt;
* '''[[#Parameter selection|Parameter selection]]''' - If you have saved different world generation parameters, they will be listed here.&lt;br /&gt;
* '''[[#Options|Options]]''' - This is where you can choose to alter the various parameters for world generation.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.  Note that the choice to use a random name will also affect the world that is generated, so if a known seed fails to generate the correct world, try toggling this option.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there is only one parameter set labeled '''&amp;lt;tt&amp;gt;STANDARD&amp;lt;/tt&amp;gt;'''. You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) or the numeric keypad ( {{k|8}} {{k|4}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameters || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Reset world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen3.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a large BMP format [[CP437|ASCII]] graphic of the created world.&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen4.png | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Make sure you don't already have region1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
echo Batch World Creation Initialized...&lt;br /&gt;
start /wait /high C:\DF\dwarfort.exe -gen 1 RANDOM RANDOM&lt;br /&gt;
echo World (1/7) Created.&lt;br /&gt;
start /wait /high C:\DF\dwarfort.exe -gen 2 RANDOM RANDOM&lt;br /&gt;
echo World (2/7) Created.&lt;br /&gt;
start /wait /high C:\DF\dwarfort.exe -gen 3 RANDOM RANDOM&lt;br /&gt;
echo World (3/7) Created.&lt;br /&gt;
start /wait /high C:\DF\dwarfort.exe -gen 4 RANDOM RANDOM&lt;br /&gt;
echo World (4/7 Created.&lt;br /&gt;
start /wait /high C:\DF\dwarfort.exe -gen 5 RANDOM RANDOM&lt;br /&gt;
echo World (5/7) Created.&lt;br /&gt;
start /wait /high C:\DF\dwarfort.exe -gen 6 RANDOM RANDOM&lt;br /&gt;
echo World (6/7) Created.&lt;br /&gt;
start /wait /high C:\DF\dwarfort.exe -gen 7 RANDOM RANDOM&lt;br /&gt;
echo World (7/7) Created.&lt;br /&gt;
echo 7 Worlds Created! (Check your /save folder for the results!)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may steal this or edit this if you like. ~schm0&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19599</id>
		<title>40d:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19599"/>
		<updated>2007-11-27T11:15:02Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Deleted advice that had nothing to do specifically wiith Rhesus macaques&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Rhesus macaque|symbol=m|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=3|chunks=3|meat=3|fat=1|skulls=1|skin=Yes|}}&lt;br /&gt;
&lt;br /&gt;
A fairly weak creature, a macaque is a small monkey. They generally come in packs of 3-4 to raid your outdoor food storages.  They often steal clothing items or small crafts that are laying around outside. Occasionally they are brave enough to actually attack dwarves, but any sign of harm will send them packing. Enjoy your -Rhesus Macaque biscuits-.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MACAQUE_RHESUS]&lt;br /&gt;
 	[NAME:rhesus macaque:rhesus macaques:rhesus macaque]&lt;br /&gt;
 	[TILE:'m'][COLOR:7:0:0]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
 	[POPULATION_NUMBER:20:50]&lt;br /&gt;
 	[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]&lt;br /&gt;
 	[CURIOUSBEAST_ITEM]&lt;br /&gt;
 	[PETVALUE:50]&lt;br /&gt;
 	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
 	[PREFSTRING:mischief]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[SIZE:3]&lt;br /&gt;
 	[MAXAGE:30:40]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:3:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:3]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
 	[BIOME_SAVANNA_TEMPERATE]&lt;br /&gt;
 	[BIOME_GRASSLAND_TEMPERATE]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10069]&lt;br /&gt;
 	[LAYERING:100]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29100</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29100"/>
		<updated>2007-11-24T23:31:34Z</updated>

		<summary type="html">&lt;p&gt;Schm0: BUGS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Injury.png&amp;diff=29099</id>
		<title>File:Injury.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Injury.png&amp;diff=29099"/>
		<updated>2007-11-24T23:29:07Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Injured dwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Injured dwarf&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13345</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13345"/>
		<updated>2007-11-24T23:27:08Z</updated>

		<summary type="html">&lt;p&gt;Schm0: I had a dwarf with a broken arm who didn't go to bed, didn't get taken care of, and died of starvation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|DF 0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
Creatures with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounding ==&lt;br /&gt;
&lt;br /&gt;
This section is incomplete; much about the [[Combat| combat system]] is unknown.&lt;br /&gt;
&lt;br /&gt;
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any armor or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once.&lt;br /&gt;
&lt;br /&gt;
The mathematics are at present pure guesswork. However, we do know that armor value does not simply subtract from damage; you can be wounded (usually lightly) by an attack substantially weaker than the protective value of your armor. Armor is vital to survivability, but it can't make you immune. Creature size is also vital; larger creatures hit harder and can endure more base damage.  Attacks, especially piercing attacks with critical boosts (e.g. arrows), can damage vital internal organs located in the area of that body part.&lt;br /&gt;
&lt;br /&gt;
== Effects of wounds ==&lt;br /&gt;
&lt;br /&gt;
When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section).&lt;br /&gt;
&lt;br /&gt;
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens).&lt;br /&gt;
&lt;br /&gt;
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or &amp;quot;entrails shooting out through the wound&amp;quot;. In [[Adventure Mode]], a &amp;quot;Mortal Wound&amp;quot; status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this.&lt;br /&gt;
&lt;br /&gt;
Other effects of wounding (for most creatures) include pain, which can cause temporary paralyzation due to fainting (&amp;quot;giving in to pain&amp;quot;), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.&lt;br /&gt;
&lt;br /&gt;
=== On organs ===&lt;br /&gt;
&lt;br /&gt;
When a creature is attacked with a piercing weapon or projectile, organs might take damage.  This table shows most major organs, their functions, and what happens when they are damaged.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Organ !! Function !! Lightly/moderately wounded effects !! Broken/mangled effects !! Lopped off effects&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heart || Circulatory Organ || Not possible || Fatal Heavy Bleeding when pierced || Not possible&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, naturally, causes instant death.&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lung(s) || Respiratory Organ(s) || Not possible || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced || Not possible&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Eye(s) || Throwing/Shooting (no effect on [l]ook?) || Bleeding || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Guts || Not known || Not possible || Fatal Heavy Bleeding as entrails spill out || Not possible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wounds in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover.{{Verify}} A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest.&lt;br /&gt;
&lt;br /&gt;
Generally, light or moderate wounds will heal in about a week. Broken body parts will likely take some months of bed rest to recover, and a mangled part takes an indeterminate amount of time to heal. Severed limbs will not grow back.&lt;br /&gt;
&lt;br /&gt;
Yellow or red wounds have a chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable, and the process appears to be somewhat buggy (although it has improved in recent versions). Limbs are more likely to eventually heal than internal organs. It may take several seasons to recover - in some cases, a badly wounded dwarf will not recover at all.&lt;br /&gt;
&lt;br /&gt;
Wounds to the nervous system, meaning the neck, brain, or spine, will never heal.  If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems.  Military dwarves with nervous wounds will never spar, however.  If a dwarf has yellow or red nervous damage, he will be a permanent invalid, and you may wish to arrange for his demise so as to prevent him from forever requiring your other dwarves to bring him food and water.&lt;br /&gt;
&lt;br /&gt;
Dwarves have various [[thoughts]] from injury, unconciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot insure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off.&lt;br /&gt;
&lt;br /&gt;
Most emotional breakdowns in injured dwarves are caused by the breaking of the &amp;quot;Rest&amp;quot; task (which prevents an injured dwarf from entering the exhaustion states, e.g. Tired and counts as sleeping preventing Drowsy state) by falling unconscious due to pain. Once an injured dwarf regains consciousness he will not automatically begin resting again; he will therefore quickly become exhausted or very drowsy, and eventually fall into a [[Strange mood|melancholy mood]], since he cannot sleep normally while injured. You can work around this by either drafting the dwarf, since [[military]] dwarves are sometimes able to reinitialize the Rest task on their own, or by forbidding the bed the dwarf is on. He'll be re-rescued off of the &amp;quot;floor&amp;quot; and can reinstate his Rest task. This behavior is likely a bug.&lt;br /&gt;
&lt;br /&gt;
Since losing consciousness due to pain can be resisted by dwarves with high Toughness, very Tough dwarves tend to survive injuries more easily. Limbs that are severed, however, can make even the toughest creatures give in to pain.&lt;br /&gt;
&lt;br /&gt;
== Wounds in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your &amp;lt;strike&amp;gt;friends&amp;lt;/strike&amp;gt; spear-catchers will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you.&lt;br /&gt;
&lt;br /&gt;
In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you [T]ravel away you will retain the blood in your eyes but regain normal vision.&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, wounds will generate messages when they are inflicted. The following table lists the various messages you'll see when a wound is received. Messages corresponding to immediately fatal blows to the three major body parts (head, upper body, and lower body) are also provided. Most of these messages are displayed for organic beings only, not for skeletal, mechanical, etc. creatures.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Damage type !! Lightly wounded !! Moderately wounded !! Broken !! Mangled !! Instantly fatal (head) !! Instantly fatal (upper body) !! Instantly fatal (lower body)&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Pierce || &amp;quot;It is pierced!&amp;quot; || &amp;quot;It is badly pierced!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is pierced through entirely!&amp;quot; || &amp;quot;It is pierced through completely!&amp;quot; || &amp;quot;It is run through!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Bludgeon || &amp;quot;It is bruised!&amp;quot; || &amp;quot;It is battered!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot; || &amp;quot;It collapses into a lump of gore!&amp;quot; || &amp;quot;It explodes in gore!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Slash || &amp;quot;It is cut!&amp;quot; || &amp;quot;It is badly gashed!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is split in half from the crown to the chin!&amp;quot; || &amp;quot;It is cloven asunder!&amp;quot; || &amp;quot;It is mostly cut away from the rest of the torso!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Gore || &amp;quot;It is torn!&amp;quot; || &amp;quot;It is badly ripped!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is torn apart!&amp;quot; || &amp;quot;It is torn into pieces!&amp;quot; || &amp;quot;It is ripped into loose shreds!&amp;quot;  &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Burn || &amp;quot;It is singed!&amp;quot; || &amp;quot;It is burned!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the major body part was &amp;quot;lopped off&amp;quot;, which is different than just having an instantly fatal wound, the message would say &amp;quot;The *Body part* flies off in a bloody arc!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A creature inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged weapon was used &amp;quot;shot and killed&amp;quot;.  Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=28895</id>
		<title>Template talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=28895"/>
		<updated>2007-11-23T18:09:59Z</updated>

		<summary type="html">&lt;p&gt;Schm0: Forgot my name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great template... but perhaps you might want to put the item types and/or requirements to do some tasks. For instance, to make glass you need sand, etc.[[User:Schm0|Schm0]] 13:09, 23 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=28894</id>
		<title>Template talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Skill&amp;diff=28894"/>
		<updated>2007-11-23T18:09:50Z</updated>

		<summary type="html">&lt;p&gt;Schm0: New page: Great template... but perhaps you might want to put the item types and/or requirements to do some tasks. For instance, to make glass you need sand, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great template... but perhaps you might want to put the item types and/or requirements to do some tasks. For instance, to make glass you need sand, etc.&lt;/div&gt;</summary>
		<author><name>Schm0</name></author>
	</entry>
</feed>