<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Syndic</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Syndic"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Syndic"/>
	<updated>2026-04-13T04:57:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Breeding&amp;diff=194732</id>
		<title>v0.34 Talk:Breeding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Breeding&amp;diff=194732"/>
		<updated>2013-12-12T17:12:13Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* Caged males */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==No breeding while swimming?==&lt;br /&gt;
&lt;br /&gt;
I have several [[dingo]]s in a single-tile observation post. Due to breeding, their numbers increased until they were overcrowded and constantly spamming the combat log. I dumped in 4/7 water so they would start swimming (and stop fighting), and this appears to have curtailed their breeding as well. More research is needed... --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:11, 31 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caged males ==&lt;br /&gt;
&lt;br /&gt;
I had a (non-caged) female gorilla I bought from the elves in a pasture. The elves arrived later with a (caged of course) male gorilla, but were killed by goblins. My female gave birth before I could get around to reclaiming the cage with the male and my biomes didn't support gorillas, so caged males can impregnate uncaged females.&lt;br /&gt;
--[[User:Syndic|Syndic]] ([[User talk:Syndic|talk]]) 17:12, 12 December 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_peach-faced_lovebird&amp;diff=181277</id>
		<title>v0.34 Talk:Giant peach-faced lovebird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_peach-faced_lovebird&amp;diff=181277"/>
		<updated>2013-02-18T05:38:10Z</updated>

		<summary type="html">&lt;p&gt;Syndic: Created page with &amp;quot;Butchering returns for one of these that the caravan guards killed: 2 lungs, 1 heart, 1 intestines, 1 liver, 1 tripe, 1 sweetbread, 1 spleen, 2 kidney, 1 gizzard, 1 feather, 1 br...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Butchering returns for one of these that the caravan guards killed: 2 lungs, 1 heart, 1 intestines, 1 liver, 1 tripe, 1 sweetbread, 1 spleen, 2 kidney, 1 gizzard, 1 feather, 1 brain, 1 skull, 1 skin, 11 fat, 17 meat, 24 bones (and 1 nervous tissue)&lt;br /&gt;
--[[User:Syndic|Syndic]] 05:38, 18 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Monitor_lizard&amp;diff=169543</id>
		<title>v0.34:Monitor lizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Monitor_lizard&amp;diff=169543"/>
		<updated>2012-04-06T17:13:34Z</updated>

		<summary type="html">&lt;p&gt;Syndic: adults don't actually give much more than hatchlings that had a bit of time to grow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|bone=4-12&lt;br /&gt;
|meat=6-13&lt;br /&gt;
|fat=6-13&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Dragon&amp;diff=169542</id>
		<title>v0.34 Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Dragon&amp;diff=169542"/>
		<updated>2012-04-06T17:06:04Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;dragon size&amp;quot; paragraph claims a gradual growth of the dragons, but the raws only state a body size each for age 0 and one for age 1000, leading me to believe that they'd jump from their initial size 6000 right up to 25000000 as &amp;quot;soon&amp;quot; as they hit age 1000. Is there anything supporting the gradual growth claim made in the article?&lt;br /&gt;
--[[User:Syndic|Syndic]] 00:35, 1 April 2012 (UTC)&lt;br /&gt;
:size growths are linear, period.  starting from the lowest indicated value to the highest.  there has to be at least one, i think...but in that case the creature will be listed size at birth if just one size indicator exists.  i believe the paragraph is just trying to give a scope example. [[Special:Contributions/96.15.140.46|96.15.140.46]] 06:18, 1 April 2012 (UTC)&lt;br /&gt;
::Ah, I see. Thanks for clearing that up :) --[[User:Syndic|Syndic]] 17:06, 6 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Monitor_lizard&amp;diff=169504</id>
		<title>v0.34:Monitor lizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Monitor_lizard&amp;diff=169504"/>
		<updated>2012-04-05T18:46:42Z</updated>

		<summary type="html">&lt;p&gt;Syndic: added butchery returns. these are for hatchlings, fully grown ones to follow once my fort and its breeding program is a bit older.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|bone=4-12+&lt;br /&gt;
|meat=6-12+&lt;br /&gt;
|fat=6-12+&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=169057</id>
		<title>v0.34:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=169057"/>
		<updated>2012-04-02T17:34:28Z</updated>

		<summary type="html">&lt;p&gt;Syndic: just adjusting butchery returns for meat, the elves brought me a particularly tasty elephant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:44, 11 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=49-67&lt;br /&gt;
|meat=36-219&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestine=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are trainable into war/hunting elephants at the [[kennel]]s by a [[dwarf]] with the [[animal trainer]] [[labor]] enabled.&lt;br /&gt;
&lt;br /&gt;
Tame '''Elephants''' are currently bugged, and will die of starvation ''while eating'', because they can't eat enough grass in time.&lt;br /&gt;
&lt;br /&gt;
Being the largest land animals besides {{Catlink|Megabeasts|megabeasts}}, they are sure to make a good choice to train and put in your [[military]]. Their sheer size means that they pack a huge blunt force, making them good against pretty much anything, including well-[[armor]]ed [[goblin]]s. Known in past releases as [[23a:Elephant|a cold, emotionless and highly effective dwarf killing machine]], with blood eternally dripping from their ivory tusks that besieged and became the terror of many [[Main:Boatmurdered|a fortress]]. (Size numbers used to equal combat bonuses, to damage and damage resistance. Now it's just more and thicker tissues.)&lt;br /&gt;
&lt;br /&gt;
[[elf|Elven]] [[caravan]]s may occasionally bring them pre-tamed (if they have settlements in the right locations), but if you embark in their native biome they can also be caught in [[Trap#Cage Trap|cage traps]] and [[tame]]d by one of your dwarves without the assistance of a [[dungeon master]], making them an even greater choice for a war animal.&lt;br /&gt;
&lt;br /&gt;
If you plan on breeding elephants note that elephant calfs take a very long time to mature, and pregnant elephants will sometimes give birth to triplets. Also, all, or at least most, elephants will follow the animal trainer who tamed them. This is very effective if you train them into war elephants and make the trainer into a recruit. Wherever the squad would be, a massive army of war elephants would follow, making quick work of any goblin ambushes.&lt;br /&gt;
&lt;br /&gt;
Even in death, elephants are wonderful creatures - once butchered, their products are worth ''five'' times as much as those of more boring animals (like [[cow]]s), and their great size means that there will be a ''lot'' of products.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Dragon&amp;diff=168988</id>
		<title>v0.34 Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Dragon&amp;diff=168988"/>
		<updated>2012-04-01T00:35:28Z</updated>

		<summary type="html">&lt;p&gt;Syndic: Created page with &amp;quot;The &amp;quot;dragon size&amp;quot; paragraph claims a gradual growth of the dragons, but the raws only state a body size each for age 0 and one for age 1000, leading me to believe that they'd jum...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;dragon size&amp;quot; paragraph claims a gradual growth of the dragons, but the raws only state a body size each for age 0 and one for age 1000, leading me to believe that they'd jump from their initial size 6000 right up to 25000000 as &amp;quot;soon&amp;quot; as they hit age 1000. Is there anything supporting the gradual growth claim made in the article?&lt;br /&gt;
--[[User:Syndic|Syndic]] 00:35, 1 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Danger_room&amp;diff=168877</id>
		<title>v0.34 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Danger_room&amp;diff=168877"/>
		<updated>2012-03-30T12:21:34Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I heard that danger rooms were nerfed in the current version.&lt;br /&gt;
&lt;br /&gt;
Please confirm. --[[User:Introprospector|Introprospector]] 08:23, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I recall reading in a thread that wooden spears now have a higher chance of dealing serious damage. Can't recall source though.&lt;br /&gt;
--[[Special:Contributions/71.171.79.43|71.171.79.43]] 01:01, 9 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just (34.05) danger roomed up 3 squads of dwarves from raw recruit to 5x legendary (dodge, armor, shield, weapon, fighter) in a 1x4 danger room, no major injuries to speak of other than the the baby who was born there.  most injuries I hear of people reporting end up being from accidentally adding a master-crafted training spear to the mix.  Those will get ya hurt bad.  [[User:Shadus|Shadus]] 04:28, 9 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I remember a thread in the forum detailing in which order the dwarves parried, dodged and so on with a recommendation for an order of equipment assigning, but I can't find it anymore. From memory, the order of priority was &amp;quot;shield parry, weapon parry, armor deflection&amp;quot;... with dodge somewhere in there too? Can someone tell me the full order of defense priorities for proper danger-rooming the dwarves in all defense skills please?&lt;br /&gt;
--[[User:Syndic|Syndic]] 12:21, 30 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Eagle&amp;diff=166879</id>
		<title>v0.34:Eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Eagle&amp;diff=166879"/>
		<updated>2012-03-13T04:35:08Z</updated>

		<summary type="html">&lt;p&gt;Syndic: added butchering returns, based on only one eagle but better than nothing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|bone=6&lt;br /&gt;
|meat=8&lt;br /&gt;
|fat=8&lt;br /&gt;
|skull=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Giant eagle]], they cannot be trained, however, they are not exotic and can be tamed without a [[Dungeon master]]. They lay few eggs and provide little meat when butchered, making them fairly useless, especially considering their low pet value.&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=126620</id>
		<title>v0.31 Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=126620"/>
		<updated>2010-08-30T13:50:11Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== We don't know ==&lt;br /&gt;
&lt;br /&gt;
* how much more damage war dogs do than regular dogs. &lt;br /&gt;
* if dogs are still the best purchase at the embark screen for meat&lt;br /&gt;
* that the comments about war dogs being &amp;quot;weak&amp;quot; still have any merit: personal experience suggests a pack of them are very dangerous indeed&lt;br /&gt;
&lt;br /&gt;
'''This still needs to be tested.'''&lt;br /&gt;
&lt;br /&gt;
== Still relevant? ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Toady One]], long before DF2010&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Can War Dogs breed? I've converted my entire fortress canine population into war dogs, and haven't seen any dog birth messages in a while. --[[Special:Contributions/162.83.223.4|162.83.223.4]] 20:29, 10 August 2010 (UTC)&lt;br /&gt;
:How many dogs do you have? If you've got more than 50 or so, you won't get any more births. --[[User:Quietust|Quietust]] 21:43, 10 August 2010 (UTC)&lt;br /&gt;
::I often take 1 male wardog and 2 female normal dogs at embark and this always led to little, cute puppys.--[[User:Used|Used]] 06:10, 11 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Guard dogs in cages? ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You can assign dogs to cages or restraints to act as guard dogs.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does this work? would a dog (or other creature) in a cage spot a hidden ambusher if they walked past him? I have my doubts about this&lt;br /&gt;
--[[User:Syndic|Syndic]] 13:50, 30 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=124701</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=124701"/>
		<updated>2010-08-10T22:42:23Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* {{L|Human}} sieges */ added a bit of animal info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot;, and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once the last of the siegers leave, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in 40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt kill your {{L|dwarves}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, the troll 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s. Giant olms and crocodiles can breath under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over you fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|Voracious Cave Crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player. If you don't want to be attacked by elves, you should not offer them goods made of wood. You might also avoid to clear too much woodland, since elves can feel offended by that. &amp;lt;br /&amp;gt;&lt;br /&gt;
Elves use stealthed squads, ala goblin ambushes, to hide their numbers and locations. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should their {{L|diplomat}} die while visiting your fortress or if too many of their trade wagons get destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=124700</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=124700"/>
		<updated>2010-08-10T22:40:43Z</updated>

		<summary type="html">&lt;p&gt;Syndic: added warning about human diplomats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot;, and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once the last of the siegers leave, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in 40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt kill your {{L|dwarves}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, the troll 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s. Giant olms and crocodiles can breath under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over you fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|Voracious Cave Crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player. If you don't want to be attacked by elves, you should not offer them goods made of wood. You might also avoid to clear too much woodland, since elves can feel offended by that. &amp;lt;br /&amp;gt;&lt;br /&gt;
Elves use stealthed squads, ala goblin ambushes, to hide their numbers and locations. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should their {{L|diplomat}} die while visiting your fortress or if too many of their trade wagons get destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bone&amp;diff=124185</id>
		<title>v0.31 Talk:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bone&amp;diff=124185"/>
		<updated>2010-08-08T14:02:36Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far as I can tell, bones and skulls are now listed as &amp;quot;Body parts&amp;quot; for stockpiles and the stocks screen. However, so are tendons, hair, and other useless detritus. --[[User:Zombiejustice|Zombiejustice]] 18:16, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm having no luck at all butchering the skeletons at a butcher's shop. Is there something special you have to do?&lt;br /&gt;
:I second that question.--[[User:Kwieland|Kwieland]] 21:42, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think only skeletons of slaughterable animals are possible to butcher.. [[User:Eroing|Eroing]] 23:54, 4 May 2010 (CET)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;I see that bones (alongside with feathers, nervous tissues, etc) actually go to refuse/remains stockpile, not body parts stockplile. That is, with all other types of refuse forbidden, including body parts. Good thing about it is that it's possible to separate usable bones from eh... useless imported body parts. Bad thing is that bones are still mixed with other remains which will probably rot producing miasma underground.&amp;lt;/s&amp;gt; It's only for underground's creature parts, they go to any refuse stockpile, probably bug. [[User:Elfy|Elfy]] 11:26, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The bones of my enemies ==&lt;br /&gt;
&lt;br /&gt;
I've found that even though things like goblins and trolls can't be butchered (as they're sentient), I'll still sometimes wind up with goblin and troll bone stacks in my refuse stockpile. Is it known what conditions cause that to happen, and how they can be replicated? I miss encrusting everything in goblin bone... [[Special:Contributions/174.3.234.111|174.3.234.111]] 03:38, 12 July 2010 (UTC)&lt;br /&gt;
:Don't know for sure.  I think it has to do with having chopped off a limb or somesuch, and then the flesh on that limb rots away, leaving behind the bone.  I know it happens, because I have gotten actual usable goblin bones before, but I don't know how thoroughly dissected the limb has to be - whether just cutting off the lower arm will do, or if the hand has to go first, or what. --[[User:DeMatt|DeMatt]] 07:32, 12 July 2010 (UTC)&lt;br /&gt;
::Leaving any corpse or corpse part to rot long enough will produce bones... however, for bigger corpses or parts, it takes LONG. upwards of 10 years. chopped-off limbs are faster, and if the limb had only one bone in it, maybe you won't even have to wait the incredibly long time for the ligaments or cartilage or whatever takes so long to rot away. --[[User:Syndic|Syndic]] 14:02, 8 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Corpse&amp;diff=123782</id>
		<title>v0.31 Talk:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Corpse&amp;diff=123782"/>
		<updated>2010-08-05T14:40:28Z</updated>

		<summary type="html">&lt;p&gt;Syndic: Created page with 'Tested it, confirmed that corpses DO rot into bones and skull if you wait long enough. My fort was in year 11 when it finally happened for the first time, and that was a rather s…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tested it, confirmed that corpses DO rot into bones and skull if you wait long enough. My fort was in year 11 when it finally happened for the first time, and that was a rather small animal corpse (though not entirely sure in which year it died), so it takes a LONG time.&lt;br /&gt;
--[[User:Syndic|Syndic]] 14:40, 5 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=123781</id>
		<title>v0.31:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=123781"/>
		<updated>2010-08-05T14:38:55Z</updated>

		<summary type="html">&lt;p&gt;Syndic: added that skeletons rot into bones and a skull after a long enough wait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, at which stage it will stay for several years before finally becoming a stack of bones and a skull (if applicable).  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay in a similar fashion.  Remains, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
{{l|Butcher}}ing a corpse produces quantities of {{l|meat}}, {{l|prepared organs}}, {{l|bones}}, a {{l|skull}}, {{l|skin}}, and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.&lt;br /&gt;
&lt;br /&gt;
Corpses will produce {{l|miasma}} in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
Note that it's possible to view the corpse's description, like that of a living creature's, through the {{k|u}}nits menu, but it will always report that the creature's upper body is gone, regardless of it's true conditions.&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bucket&amp;diff=92534</id>
		<title>v0.31 Talk:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bucket&amp;diff=92534"/>
		<updated>2010-04-14T02:02:49Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just noticed that a &amp;quot;well-crafted fungiwood bucket&amp;quot; that the traders brought had &amp;quot;the handle is made from exceptionally worked steel&amp;quot; - Is that some kind of decoration? The tags around the item don't really tell anything since it is also &amp;quot;adorned with hanging rings of exceptionally worked horn silver&amp;quot;, so the exceptional decoration tags could be from either.&lt;br /&gt;
--[[User:Syndic|Syndic]] 01:53, 14 April 2010 (UTC)&lt;br /&gt;
:Back in 40d (and possibly even dating back to 23a), studding a bucket with any particular metal had a chance of adding a handle to the bucket rather than any other type of decoration. --[[User:Quietust|Quietust]] 01:59, 14 April 2010 (UTC)&lt;br /&gt;
::found another decorated bucket, this time with &amp;quot;the handle is made from exceptionally worked maple&amp;quot; and only &amp;quot;adorned with hanging rings of superior quality willow&amp;quot;. That bucket had the tags for exceptional decorations too, so the handle is still a type of decoration and might not be limited to metals. --[[User:Syndic|Syndic]] 02:02, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bucket&amp;diff=92529</id>
		<title>v0.31 Talk:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bucket&amp;diff=92529"/>
		<updated>2010-04-14T01:53:28Z</updated>

		<summary type="html">&lt;p&gt;Syndic: Created page with 'I just noticed that a &amp;quot;well-crafted fungiwood bucket&amp;quot; that the traders brought had &amp;quot;the handle is made from exceptionally worked steel&amp;quot; - Is that some kind of decoration? The tag…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just noticed that a &amp;quot;well-crafted fungiwood bucket&amp;quot; that the traders brought had &amp;quot;the handle is made from exceptionally worked steel&amp;quot; - Is that some kind of decoration? The tags around the item don't really tell anything since it is also &amp;quot;adorned with hanging rings of exceptionally worked horn silver&amp;quot;, so the exceptional decoration tags could be from either.&lt;br /&gt;
--[[User:Syndic|Syndic]] 01:53, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=92205</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=92205"/>
		<updated>2010-04-13T16:24:54Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==edible==&lt;br /&gt;
I can verify as edible all mentioned in the article except eyes so far. --[[User:Old Ancient|Old Ancient]] 17:57, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Beak==&lt;br /&gt;
I could swear when I butchered a vulture, I ended up with a beak. An unrelated crash makes it impossible to check, though. Confirmation? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do tell how you caught a vulture and tamed it.&lt;br /&gt;
-Raneman&lt;br /&gt;
&lt;br /&gt;
::I have killed many many vultures in arena mode and cannot produce a beak in any case. I've done combat test and drowning tanks. In neither case have I seen a beak on a vulture. I have also tested on beak dogs.. which you would think would have them, and could not produce any. Donno what to make of you getting one, if it happens again take a screen shot :D (Want to see :D :D) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 03:10, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Not tamed, just killed. I put it up in discussion, rather than article, because though I thought I saw it, I had no way to verify. Maybe I misread or misremembered. Unless someone else sees one, I guess that's it. --[[User:Zombiejustice|Zombie justice]] 05:05, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals MUST be in refuse pile?==&lt;br /&gt;
I know for certain that my butcher shop butchered a giant eagle that my dogs killed (with barely a scratch on them too, strangely). The shop automatically popped up with &amp;quot;butcher an animal&amp;quot; and my fort was desperate for food, so I was watching this very closely. It took him a millenia it seems, but my butcher eventually got around to it and landed me some much needed 30 meat, along with various other parts which should still be in the butchers shop. I gave up the fort not long after due to pathing errors so the save is still available to check out. [[Special:Contributions/203.97.255.73|203.97.255.73]] 10:08, 11 April 2010 (UTC)&lt;br /&gt;
:The corpse has to be reasonably close to the butcher's shop to be butchered. Placing it in a nearby stockpile is one way to ensure that this is the case. --[[User:Zombiejustice|Zombiejustice]] 16:38, 11 April 2010 (UTC)&lt;br /&gt;
::Ahh, that makes sense then, the corpse landed about 8 squares away from my butchers shop.Thanks for the clarification : ) [[Special:Contributions/203.97.255.73|203.97.255.73]] 00:11, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=92203</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=92203"/>
		<updated>2010-04-13T16:21:38Z</updated>

		<summary type="html">&lt;p&gt;Syndic: added verify to &amp;quot;fat intestines and othes do not seem to be affected&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}}, and corpses of some slain animals. Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items as are:&lt;br /&gt;
&lt;br /&gt;
*A {{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
*An associated number of {{L|bone|bones}}&lt;br /&gt;
*Various {{L|prepared organs}}&lt;br /&gt;
**An associated number of prepared eyes&lt;br /&gt;
**Prepared lungs&lt;br /&gt;
**A prepared heart&lt;br /&gt;
**Prepared intestines&lt;br /&gt;
**Chopped liver&lt;br /&gt;
**Tripe&lt;br /&gt;
**Sweetbread&lt;br /&gt;
**A prepared spleen&lt;br /&gt;
**A pair of prepared kidneys&lt;br /&gt;
**Prepared brain&lt;br /&gt;
*An associated number of fat&lt;br /&gt;
*{{L|Nervous tissue}}&lt;br /&gt;
*The skin&lt;br /&gt;
*{{L|Hair}}&lt;br /&gt;
*{{L|Cartilage}}&lt;br /&gt;
*{{L|Hoof|Hooves}}&lt;br /&gt;
*{{L|horn|horns}}&lt;br /&gt;
*{{L|nail}}&lt;br /&gt;
*Feather&lt;br /&gt;
*An associated number of {{L|meat}}&lt;br /&gt;
*A Scale in place of Raw Skin&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. These can still be processed at the butcher's shop, but will yield only the bones, skull, horns, and hooves, if any.&lt;br /&gt;
&lt;br /&gt;
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.&lt;br /&gt;
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
All other remains can be eaten and/or cooked.&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
== Too much? ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, skin and fat, and this can quickly clutter up a butchers shop or risk rotting the entire pile.  Individual sources say a butchered [[Elephant]] yielded as much as 157 units of meat, not counting the prepared brains, sweetbread and nervous tissue, among other things.  It seems the amount of meat created is proportional to the size of the creature in question;  In this case, an Elephant, but individual size differences might have something to do with it as well.  For example, one creature might be smaller than usual, while another enormous.  If true, individual descriptions may not be simply cosmetic.  Confirmed for meat. Fat, intestines and others do not seem to be affected.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=90131</id>
		<title>v0.31:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=90131"/>
		<updated>2010-04-12T04:23:58Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* Domestic Animals */ added &amp;quot;and milkable&amp;quot; to cow notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, '''creatures''' are defined as any (for the sake of this article, non-{{L|vermin}}) beings you can interact with. They come in all shapes and sizes, and range from the civilized races like {{L|dwarf|dwarves}} to evil monsters like {{L|giant cave spider|giant cave spiders}}. Various creatures will interact with your fortress in many different ways.&lt;br /&gt;
&lt;br /&gt;
See also: [[Animals]]&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The size of the creature at it's adult age. This can be anywhere from 5,000 ([[stingray]], [[cat]]) to 25,000,000 ([[dragon]]). Equals more or less the creature's weight in grams.&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
&lt;br /&gt;
'''Locations:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====&amp;lt;small&amp;gt;Main Races&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o PLACE A CREATURE IN ~MULTIPLE~ CATEGORIES IF THEY FIT INTO THEM (with the exception of Hidden Fun Stuff)&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dwarf}}|symbol=☺|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elf}}|symbol=E|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|goblin}}|symbol=g|color=7:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|human}}|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|kobold}}|symbol=k|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Trading race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races is randomized for every game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Animalman Races&amp;lt;/small&amp;gt;====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|antman}}|symbol=a|color=0:0:1|hostile=???|food=Yes|size=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=4 castes}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|batman}}|symbol=b|color=0:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|amphibian man}}|symbol=a|color=6:0:0|hostile=???|food=Yes|size=20000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|reptile man}}|symbol=r|color=2:0:0|hostile=???|food=Yes|size=50000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|serpent man}}|symbol=s|color=7:0:1|hostile=???|food=Yes|size=50000|value=Not tameable|biome=Underground|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|olmman}}|symbol=o|color=7:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave swallow man}}|symbol=s|color=0:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave fish man}}|symbol=f|color=7:0:1|hostile=???|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--I am not sure about hostility. A antmen colony I found was hostile but I heard some others are not hostile. Maybe its random? Needs testing. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Domestic Animals&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cat}}|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cow}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dog}}|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|donkey}}|symbol=D|color=6:0:0|food=Yes|hostile=No|size=30,0000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|horse}}|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mule}}|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|wagon}}|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see {{L|wagon|article}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====&amp;lt;small&amp;gt;Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bronze colossus}}|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dragon}}|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hydra}}|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Semi-Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cyclops}}|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ettin}}|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant}}|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|minotaur}}|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Nonexistant&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|centaur}}|symbol=C|color=6:0:0|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|chimera}}|symbol=C|color=2:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|griffon}}|symbol=G|color=7:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
====&amp;lt;small&amp;gt;Mountain&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dark gnome}}|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant eagle}}|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hoary marmot}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain gnome}}|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|biome=Mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain goat}}|symbol=g|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Tundra&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Glacier&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Desert&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|nightwing}}|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Savanna&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Grassland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Shrubland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Forest and Taiga&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|foul blendec}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grizzly bear}}|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|strangler}}|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
====&amp;lt;small&amp;gt;Cavern-dwelling&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blind cave ogre}}|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave blob}}|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|creeping eye}}|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant cave spider}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web|webs]] and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|troll}}|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|voracious cave crawler}}|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
====&amp;lt;small&amp;gt;Ocean&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|angel shark}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|basking shark}}|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blacktip reef shark}}|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blue shark}}|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefin tuna}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bull shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cod}}|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|coelacanth}}|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|common skate}}|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|conger eel}}|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|frill shark}}|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant grouper}}|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great barracuda}}|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great white shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|halibut}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hammerhead shark}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|longfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|manta ray}}|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|nurse shark}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ocean sunfish}}|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|opah}}|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|shortfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spiny dogfish}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spotted wobbegong}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|swordfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|tiger shark}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|walrus}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale}}|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale shark}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whitetip reef shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Fun Stuff==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|demon}}|symbol=&amp;amp;|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome={{l|Eerie cavern|Eerie caverns}}|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|forgotten beast}}|symbol=N/A|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|titan}}|symbol=N/A|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=N/A|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=89903</id>
		<title>v0.31:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=89903"/>
		<updated>2010-04-11T19:50:18Z</updated>

		<summary type="html">&lt;p&gt;Syndic: corrected: small gems are used by gem setter, not gem cutter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| specialty  = Gem Cutter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = Gem Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = [[Jeweler's Workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A gem cutter is the profession of a dwarf whose highest skill is in gem cutting.  If they also have a high skill in gem setting, they will be known as a Jeweler.&lt;br /&gt;
&lt;br /&gt;
Cutting a gem can result in a small gem, a large gem, or a gem craft. Small gems are used by a gem setter, and are the most likely result. Large gems and gem crafts are valuable trade goods.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=89067</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=89067"/>
		<updated>2010-04-10T17:40:12Z</updated>

		<summary type="html">&lt;p&gt;Syndic: Created page with 'There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug? --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Syndic/monobook.js&amp;diff=82721</id>
		<title>User:Syndic/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Syndic/monobook.js&amp;diff=82721"/>
		<updated>2010-04-04T15:52:22Z</updated>

		<summary type="html">&lt;p&gt;Syndic: Created page with 'importScript('User:Briess/hideAnnouncements.js'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=80933</id>
		<title>v0.31:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=80933"/>
		<updated>2010-04-03T11:43:25Z</updated>

		<summary type="html">&lt;p&gt;Syndic: added note about dwarves with no burrow assigned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
Part of the new organization of fortresses. Burrows are areas in your fort where dwarves live and work in. You can assign these areas like zones and assign dwarves to them. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow. You can also set the colors and symbols used for different burrows to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
== Using burrow assignments ==&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give orders to [[squads]] and civilians during [[alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can enter any particular month with {{k|o}} and edit their orders using {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; cannot be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=77645</id>
		<title>v0.31:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=77645"/>
		<updated>2010-04-01T20:06:33Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(255,255,0)&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| speciality = Woodcutter&lt;br /&gt;
| profession = {{L|Woodworker}}&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
}}&lt;br /&gt;
A '''wood cutter''' cuts down {{L|tree}}s to create {{L|wood}} logs.&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood_cutter&amp;diff=77644</id>
		<title>v0.31 Talk:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood_cutter&amp;diff=77644"/>
		<updated>2010-04-01T20:06:18Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems that woodcutting cannot be done as unskilled labor anymore. So if you want to cut wood, you need to put at least one point into woodcutting skill at debark. [[User:Doctorzuber|Doctorzuber]] 18:45, 1 April 2010 (UTC)&lt;br /&gt;
:Woodcutting is in labor preferences (p, l from the (v)iew-menu). There, go to &amp;quot;woodworking&amp;quot; (select with arrow keys, &amp;quot;enter&amp;quot; to go to submenu) and you'll see carpentry, crossbow-making, and wood cutting. I'm editing the bit about &amp;quot;not doable by unskilled dorfs&amp;quot; out. --[[User:Syndic|Syndic]] 20:06, 1 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=77634</id>
		<title>v0.31 Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=77634"/>
		<updated>2010-04-01T20:03:44Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aside from the menus being moved around there seems to be something very different going on with labors. Woodcutting for one cannot be done by an unskilled dwarf, and I expect many other labors will be the same way. [[User:Doctorzuber|Doctorzuber]] 19:45, 1 April 2010 (UTC)&lt;br /&gt;
:Are you quite sure you've enabled it? I haven't tried woodcutting yet but wood burning, smelting, weaponsmithing, masonry, carpentry, animal training, mining, architecture, plant gathering, brewing, cooking, and growing are all good to go. Yes, I embark with unskilled dwarves &amp;lt;g&amp;gt; [[Special:Contributions/70.240.148.81|70.240.148.81]] 19:52, 1 April 2010 (UTC)&lt;br /&gt;
:: As far as I can tell, there's nothing to enable. Woodcutting is moved to {{k|g}},{{k|b}} and if a dwarf doesn't have at least one point in it there's just nothing there. [[User:Doctorzuber|Doctorzuber]] 19:58, 1 April 2010 (UTC)&lt;br /&gt;
::: Woodcutting is in labor preferences (p, l from the (v)iew-menu). There, go to &amp;quot;woodworking&amp;quot; (select with arrow keys, &amp;quot;enter&amp;quot; to go to submenu) and you'll see carpentry, crossbow-making, and wood cutting. --[[User:Syndic|Syndic]] 20:03, 1 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=62428</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=62428"/>
		<updated>2010-02-04T18:45:51Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
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I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
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:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
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::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
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== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
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::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
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:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
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::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, now I did some experimenting. First, seven tiles is too short for a fire imp with the pressure plate right in front of the bridge, the bridge likely needs to be 10-12 tiles wide. But I also seriously doubt the feasibility of fire imps in defense. For one, it seems that fire imps will not shoot through fortifications, regardless if they can path beyond it. Using a moat made the imp fire a single shot, after that he sat quiet for maybe 2-3 game days, and only then he proceeded to attack the delicious puppy I had chained for him. Overall, I reckon the fire imp is too unreliable to be used in a defense situation. [[User:CptFastbreak|CptFastbreak]] 16:42, 24 October 2008 (EDT)&lt;br /&gt;
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== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
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Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
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:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
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::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
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== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;br /&gt;
::::A bridge wouldn't work - you can't build a bridge that's raised by default, so the dwarves have to move the fat out of the way, and thus are set on fire. Also the butcher's shop gets in the way too. --[[User:GreyMario|GreyMaria]] 14:30, 24 October 2008 (EDT)&lt;br /&gt;
:::::What happens if you flood the area with water? Just get a lot of steam? Maybe if you could find a way to move it, you could use fire imp fat to set up a steam bath for dwarves. --[[User:Forsaken1111|Forsaken1111]] 22:11, 2 November 2008 (EST)~&lt;br /&gt;
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== Do Imps, Magma Men and Fire Men respawn? ==&lt;br /&gt;
&lt;br /&gt;
Do they? or is just killing them once enough?&lt;br /&gt;
Incidentally, fire imps aren't all that tough. I had a mason (undrafted) dodge a fireball then wrestle one to death, THEN run away screaming. Unfortunately, dwarves tried to build floors next to a bridge, tossing half my party down the chute =/.&lt;br /&gt;
--[[User:Blargityblarg|Blargityblarg]]&lt;br /&gt;
&lt;br /&gt;
:I have never seen chasm/pit/magma creators respawn (40d).  I understand that in previous versions they did.--[[User:Kwieland|Kwieland]] 14:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No I have never seen any fire-x creature respawn, and this is quite sad especially if they are so vulnerable.  I wanted to make a &amp;quot;fire imp death chamber&amp;quot; for insolent nobles and when I went to investigate my magma pipe, all I saw were fire imp bones everywhere thanks to my insolent hunters (whom I will sacrifice now too). --[[User:Gamli|Gamli]]&lt;br /&gt;
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== verify? ==&lt;br /&gt;
 &amp;quot;When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble &amp;lt;br /&amp;gt;out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one butcher has perished to this fate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I just butchered 4 imp corpses with no sign of that. They were killed in battle - may this only apply to trap caught live butchered imps?&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Fire imp fat never stops burning. It's also immune to fire damage. &amp;lt;br /&amp;gt;Therefore you must crush fire imp fat to stop it from burning.&amp;quot; &lt;br /&gt;
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I also see no sign of that. I turned fat into tallow and put it on my food stockpile - no sign of fire or anything. --[[User:Koltom|Koltom]] 21:07, 3 August 2009 (UTC)&lt;br /&gt;
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:I can confirm the explosion from fat - it's random, from a small &amp;quot;pfft&amp;quot; to a massive fireball.  I strongly suspect that the fat rarely survives this (any more?), and is gone afterward.  I've butchered dozens of imps, all from combat, and every time I get ''some'' sort of effect, if only a small puff - the butcher has just enough time to run before the explosion, and I don't think(?) I've ever seen &amp;quot;Fire Imp fat&amp;quot; left over afterwards.--[[User:Albedo|Albedo]] 21:45, 3 August 2009 (UTC)&lt;br /&gt;
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::&amp;lt;nowiki&amp;gt;*headesk* *headesk* *turns on temperature* *headesk*&amp;lt;/nowiki&amp;gt; --[[User:Koltom|Koltom]] 14:03, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen fire imp fat behave in two ways - sometimes, the fire imp fat will instantly boil away in a red cloud and disappear, and sometimes it'll catch fire and cause horrendous amounts of smoke to emanate from the workshop. In my latest fortress, I managed to get the latter, but when I deconstructed the workshop (as a precursor to preparing a cave-in), the fat simply vanished into thin air. --[[User:Quietust|Quietust]] 15:07, 1 September 2009 (UTC)&lt;br /&gt;
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== Why their fat boils and stuff ==&lt;br /&gt;
&lt;br /&gt;
Finally figured out what I think is a solid theory.  I've tested it, and everything seems to mesh.  Wrestling a fire imp fresh out of the magma will set the wrestler's clothes on fire, ''without'' the imp ever breathing fire.  Butchering the same imp will result in a cloud of boiling imp fat (though I've yet to see injuries more severe than brown; my butcher rested in bed for literally about 5 real world seconds, then went right back to work).  Knocking the imp out on top of flammables can set them on fire, if it remains still long enough.  And the meat can set wooden barrels on fire when stored.  If the imp is allowed to run around for a season or two, however, it cools down enough to be handled safely (including the fat, which doesn't boil and can be rendered normally).  I'm not sure of the minimum time to reach a safe temperature.  I also believe it's possible for an imp to reach just the right temperature that the meat doesn't ''immediately'' set a barrel on fire, but transfers heat slowly until it appears to spontaneously combust.  This has been confirmed by heating iron weapons with magma briefly, then storing them in a wooden bin.  Varying temperature is also most likely why some fat boils, some burns, and some makes delicious ≡fire imp tallow roasts≡, though I didn't do enough testing to produce burning imp fat.&lt;br /&gt;
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Dwarf Fortress is insane.  --[[User:Arrkhal|Arrkhal]] 02:20, 4 January 2010 (UTC)&lt;br /&gt;
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== Fire imp made it through a locked door??? ==&lt;br /&gt;
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It ruined my entire map, I had 2 doors connecting the magma pipe to the surface, I had them both locked and sealed tightly, later on I get a warning that someone is bleeding to death, I look, and my entire map is on fire and 2 people are dead. The rest committed suicide.&lt;br /&gt;
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I reclaimed but somehow the ashy wasteland with unicorn bones everywhere just doesnt feel as mirthful as it used to. --[[User:Radical|Radical]] 08:30, 28 January 2010 (EST)&lt;br /&gt;
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== Fire imp and olmman teamup ==&lt;br /&gt;
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I just watched an olmman chase a mountain goat around the map, curious whether he would catch it, when the goat turned towards the magma pipe. A fire imp was sitting just outside the pipe, so I was looking forward to a fight between the three creatures... but the fire imp just roasted the goat (after a few close misses), then went back to his magma. The olmman survived completely unhurt... well, survived the fight anyway. The !!Mountain Goat corpse!! set fire to the grass and trees around it and that killed the olmman. Talk about a late revenge.&lt;br /&gt;
The main point is though, the fire imp was completely uninterested in attacking another aggressive creature, but chased the non-aggressive one down as soon as he noticed it. Seems all aggressive wildlife counts as one big team, not just fire beings.&lt;br /&gt;
--[[User:Syndic|Syndic]] 18:45, 4 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=62023</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=62023"/>
		<updated>2010-01-30T22:06:10Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
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&lt;div&gt;==Thawed ice = depth 7==&lt;br /&gt;
I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
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==fish==&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
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==brook water==&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
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==stagnant water near still==&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
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== Evaporation ==&lt;br /&gt;
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I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
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:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
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While your at it you can create that soap fortress page.--[[User:Warlordzephyr|Warlordzephyr]] 17:40, 2 May 2009 (UTC)&lt;br /&gt;
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== Bend bugs ==&lt;br /&gt;
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Should we add a section about the u-bend bug?&lt;br /&gt;
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I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
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Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
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  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
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Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
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The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
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== Stagnant Water ==&lt;br /&gt;
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What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
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::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
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: Water that ain't in a river or brook ain't moving and is therefore stagnant. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:11, 15 May 2009 (UTC)&lt;br /&gt;
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== Map limits ==&lt;br /&gt;
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Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
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: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
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Water doesn't technically flow off the edge of the map, i dropped a few zombies into a brook and they floated downstream, the result was about 20 zombies stuck at the bottom of the map and a whole load of miasma.--[[User:Warlordzephyr|Warlordzephyr]] 17:47, 2 May 2009 (UTC)&lt;br /&gt;
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:: You can get rid of water underground by smoothing and then carving fortifications in the &amp;quot;edge of the world&amp;quot; wall. Water falls right out of there quite well. You'll need an outflow 2 levels high three tiles wide, with a 5-tile wide 2 level high wall of fortifications, to guarantee no flooding from a single tile tunnel of water falling down into it. Less pressure may require less drainage. - LeoLeonardoIII&lt;br /&gt;
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== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
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:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
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:Umm - Dig a channel (d,u) and a ramp side by side into the earth. Move down one level and repeat. You now have a well shaft, and a service ramp. Allow the dwarf to leave, via the ramp, then pump or channel water into the hole. You now have a hole full of water, upon which you can build a well. Making the hole different shapes and sizes is left as an exercise to the miners.  --[[User:Jellyfishgreen|Jellyfishgreen]] 19:15, 15 May 2009 (UTC)&lt;br /&gt;
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== Finding Water ==&lt;br /&gt;
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If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
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: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;br /&gt;
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== Wrong Information on Page? ==&lt;br /&gt;
&lt;br /&gt;
The salt water section states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a site contains saltwater (there will be a warning before embarkation), then all the naturally occurring water in that site will be salt water; including ponds, rivers and aquifers.&amp;quot;&lt;br /&gt;
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However, I have made wells from aquifers before on a map that was 1/4 tropical ocean and my dwarves drank from it.  I think this information might be wrong.  (Edit: I did not use a pump at all.  I just channeled out above an aquifer and let the area below fill up, and then created wells over top of it). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:According to a [[Talk:Well#Salt_Water|comment]] on the [[well]] [[Talk:Well|talk page]], it may in fact be the well that somehow manages to desalinate the water! Check to see if a zone drawn over the aquifier can be marked as a water source. If not, then this is most certainly a feature of wells which should be noted! --[[User:Raumkraut|Raumkraut]] 16:28, 20 October 2008 (EDT)&lt;br /&gt;
::A recent test confirms that wells desalinate water - I embarked next to an ocean and brought no booze, waited until my dwarves were thirsty , then built a well right off the shore (which I verified as non-drinkable by trying to place an activity zone) - once it was built, all 7 dwarves ran up to the well and walked away, no longer flashing with blue down-arrows. --[[User:Quietust|Quietust]] 23:20, 23 September 2009 (UTC)&lt;br /&gt;
:::How strange - one of those effects is a bug, and should be reported in the forums - either that salt water wells are drinkable, or (if that's what was intended) that they don't show as a drinkable water zone. --[[User:Albedo|Albedo]] 07:28, 24 September 2009 (UTC)&lt;br /&gt;
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== Salt Water and mud ==&lt;br /&gt;
I've discovered that desalinated water will become salt water once again if used on muddy constructed floors.&lt;br /&gt;
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I constructed a cistern/aqueduct with no natural tiles exposed; however, in my temporary ignorance I had forgotten pumps attempt to fill to the same z-level. Resulted in a large flood; luckily I was using lakes/ponds and not a brook or river.&lt;br /&gt;
&lt;br /&gt;
After waiting for 3 seasons for the single bits of 1/7 water to evaporate (already pumped it back out, couldn't pump it all out) leaving the entire construction muddy. I figured it would be a good time to test something else.&lt;br /&gt;
#Does mud influence freshwater on salt water embark sites? '''Yes'''.&lt;br /&gt;
#Does rain influence freshwater on salt water embark sites? Unsure.&lt;br /&gt;
After answering the first, I'm going to confirm the well desalination issue next. [[http://www.dwarffortresswiki.net/index.php/Talk:Well#Salt_Water]]--[[User:DracoG|DracoG]] 10:38, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After finally getting my cloth industry going to make rope, a well ''DOES'' act as a freshwater source. It doesn't change the water source underneath (it might if well uses 1x1 water?) to freshwater, so I'm not sure if this is intentional or a bug. Looked over the [http://www.bay12games.com/dwarves/dev_bugs.html bug list] and didn't notice anything other than &amp;quot;# 001026 □ [dwarf mode][buildings]   (Report) well buckets do not use low water in a square even if there is more water below&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Verifying this is easy enough; build a well then mark a zone (before and after well completion) and &amp;quot;Water Source (0)&amp;quot; will remain the same. Also, even with Standing Orders of &amp;quot;Zone-Only Drinking&amp;quot;, dwarves will still use the well for drinking/pond/etc purposes regardless if it is marked with a zone.&lt;br /&gt;
&lt;br /&gt;
:I made sure to take a quick screenshot, if needed.--[[User:DracoG|DracoG]] 00:38, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think once you &amp;quot;break&amp;quot; an area that used to be freshwater (by breaking something and accidentally letting the freshwater come in-contact with something &amp;quot;natural&amp;quot;) then it remains that way permanently.  I haven't done an exhaustive exploration of the conditions, but twice I tried to completely reconstruct my formerly functioning freshwater canal and both times after the work was finished the zone still did not report it as a water source.  I had removed all the walls and got rid of all the water and mud and rebuilt everything dry and it didn't work.  So I decided to build a replacement water source somewhere else and that worked.  Of course, to be completely safe I built the new thing out of wood whereas the previous thing was from glass. --[[User:Gamli|Gamli]] 10:59, 28 July 2009 (PST)&lt;br /&gt;
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== Jesus Brooks ==&lt;br /&gt;
&lt;br /&gt;
I think that humanoids shouldn't be allowed to walk over brooks, this was underlined to me when i saw the fisherdwarf asleep on the open space above the brook. {{unsigned|Warlordzephyr}}&lt;br /&gt;
&lt;br /&gt;
:First off, sign your comments please. Secondly, and I don't mean to sound like an annoying Wiki bureaucrat, opinions about how something should or shouldn't be don't really belong on the talk page; you'd get a better response over at the Bay 12 forums. Nonetheless, I will address your point.&lt;br /&gt;
:The way brooks are now is just a simple way to represent shallow running water that shouldn't block movement. A more realistic rendering would be to make the brook a small depression with ramps on both sides, and the bottom filled with depth 2 water, but for now, this is what we've got. --[[User:Mikaka|Mikaka]] 22:32, 2 May 2009 (UTC)&lt;br /&gt;
::A &amp;quot;brook&amp;quot; isn't deep enough to go from 1 z-level down to the next. It's like sleeping in the gutter: you'll get wet but not drown.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 02:58, 22 July 2009 (UTC)&lt;br /&gt;
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== Stockpiling water? ==&lt;br /&gt;
&lt;br /&gt;
My dwarfs like to carry water to food stockpiles. This only happens when I have given them a command to fill a pond (note that the said pond is on the other end of the map and on a different z-level from the stockpiles and that the stockpile is not in between the water sources and the pond).  At first I thought it had something to do with fish so I disabled all meat and fish from the stockpiles and the little dwarfs kept on dumping water in the stockpiles. Does anyone know how to stop this or why it happens? [[User:L337chica|L337chica]] 01:28, 15 May 2009 (UTC)&lt;br /&gt;
:A wiki is not a Q&amp;amp;A - you'd get better feedback on the forums.--[[User:Albedo|Albedo]] 04:40, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saltwater biome only? ==&lt;br /&gt;
&lt;br /&gt;
I just embarked in a mixed saltwater/freshwater swamp site, and while the pools in the southeast corner (where the saltwater was) are undrinkable (designated zones over them have &amp;quot;0&amp;quot; water source tiles) the pools in the rest of the map seem to work fine as water sources.&lt;br /&gt;
&lt;br /&gt;
--[[User:Syndic|Syndic]] 22:06, 30 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=62022</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=62022"/>
		<updated>2010-01-30T22:05:47Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
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&lt;div&gt;==Thawed ice = depth 7==&lt;br /&gt;
I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
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==fish==&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
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==brook water==&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
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==stagnant water near still==&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
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== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
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:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
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While your at it you can create that soap fortress page.--[[User:Warlordzephyr|Warlordzephyr]] 17:40, 2 May 2009 (UTC)&lt;br /&gt;
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== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
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== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
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::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
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: Water that ain't in a river or brook ain't moving and is therefore stagnant. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:11, 15 May 2009 (UTC)&lt;br /&gt;
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== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
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: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
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Water doesn't technically flow off the edge of the map, i dropped a few zombies into a brook and they floated downstream, the result was about 20 zombies stuck at the bottom of the map and a whole load of miasma.--[[User:Warlordzephyr|Warlordzephyr]] 17:47, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: You can get rid of water underground by smoothing and then carving fortifications in the &amp;quot;edge of the world&amp;quot; wall. Water falls right out of there quite well. You'll need an outflow 2 levels high three tiles wide, with a 5-tile wide 2 level high wall of fortifications, to guarantee no flooding from a single tile tunnel of water falling down into it. Less pressure may require less drainage. - LeoLeonardoIII&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
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:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
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:Umm - Dig a channel (d,u) and a ramp side by side into the earth. Move down one level and repeat. You now have a well shaft, and a service ramp. Allow the dwarf to leave, via the ramp, then pump or channel water into the hole. You now have a hole full of water, upon which you can build a well. Making the hole different shapes and sizes is left as an exercise to the miners.  --[[User:Jellyfishgreen|Jellyfishgreen]] 19:15, 15 May 2009 (UTC)&lt;br /&gt;
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== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
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: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;br /&gt;
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== Wrong Information on Page? ==&lt;br /&gt;
&lt;br /&gt;
The salt water section states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a site contains saltwater (there will be a warning before embarkation), then all the naturally occurring water in that site will be salt water; including ponds, rivers and aquifers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, I have made wells from aquifers before on a map that was 1/4 tropical ocean and my dwarves drank from it.  I think this information might be wrong.  (Edit: I did not use a pump at all.  I just channeled out above an aquifer and let the area below fill up, and then created wells over top of it). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:According to a [[Talk:Well#Salt_Water|comment]] on the [[well]] [[Talk:Well|talk page]], it may in fact be the well that somehow manages to desalinate the water! Check to see if a zone drawn over the aquifier can be marked as a water source. If not, then this is most certainly a feature of wells which should be noted! --[[User:Raumkraut|Raumkraut]] 16:28, 20 October 2008 (EDT)&lt;br /&gt;
::A recent test confirms that wells desalinate water - I embarked next to an ocean and brought no booze, waited until my dwarves were thirsty , then built a well right off the shore (which I verified as non-drinkable by trying to place an activity zone) - once it was built, all 7 dwarves ran up to the well and walked away, no longer flashing with blue down-arrows. --[[User:Quietust|Quietust]] 23:20, 23 September 2009 (UTC)&lt;br /&gt;
:::How strange - one of those effects is a bug, and should be reported in the forums - either that salt water wells are drinkable, or (if that's what was intended) that they don't show as a drinkable water zone. --[[User:Albedo|Albedo]] 07:28, 24 September 2009 (UTC)&lt;br /&gt;
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== Salt Water and mud ==&lt;br /&gt;
I've discovered that desalinated water will become salt water once again if used on muddy constructed floors.&lt;br /&gt;
&lt;br /&gt;
I constructed a cistern/aqueduct with no natural tiles exposed; however, in my temporary ignorance I had forgotten pumps attempt to fill to the same z-level. Resulted in a large flood; luckily I was using lakes/ponds and not a brook or river.&lt;br /&gt;
&lt;br /&gt;
After waiting for 3 seasons for the single bits of 1/7 water to evaporate (already pumped it back out, couldn't pump it all out) leaving the entire construction muddy. I figured it would be a good time to test something else.&lt;br /&gt;
#Does mud influence freshwater on salt water embark sites? '''Yes'''.&lt;br /&gt;
#Does rain influence freshwater on salt water embark sites? Unsure.&lt;br /&gt;
After answering the first, I'm going to confirm the well desalination issue next. [[http://www.dwarffortresswiki.net/index.php/Talk:Well#Salt_Water]]--[[User:DracoG|DracoG]] 10:38, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After finally getting my cloth industry going to make rope, a well ''DOES'' act as a freshwater source. It doesn't change the water source underneath (it might if well uses 1x1 water?) to freshwater, so I'm not sure if this is intentional or a bug. Looked over the [http://www.bay12games.com/dwarves/dev_bugs.html bug list] and didn't notice anything other than &amp;quot;# 001026 □ [dwarf mode][buildings]   (Report) well buckets do not use low water in a square even if there is more water below&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Verifying this is easy enough; build a well then mark a zone (before and after well completion) and &amp;quot;Water Source (0)&amp;quot; will remain the same. Also, even with Standing Orders of &amp;quot;Zone-Only Drinking&amp;quot;, dwarves will still use the well for drinking/pond/etc purposes regardless if it is marked with a zone.&lt;br /&gt;
&lt;br /&gt;
:I made sure to take a quick screenshot, if needed.--[[User:DracoG|DracoG]] 00:38, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think once you &amp;quot;break&amp;quot; an area that used to be freshwater (by breaking something and accidentally letting the freshwater come in-contact with something &amp;quot;natural&amp;quot;) then it remains that way permanently.  I haven't done an exhaustive exploration of the conditions, but twice I tried to completely reconstruct my formerly functioning freshwater canal and both times after the work was finished the zone still did not report it as a water source.  I had removed all the walls and got rid of all the water and mud and rebuilt everything dry and it didn't work.  So I decided to build a replacement water source somewhere else and that worked.  Of course, to be completely safe I built the new thing out of wood whereas the previous thing was from glass. --[[User:Gamli|Gamli]] 10:59, 28 July 2009 (PST)&lt;br /&gt;
&lt;br /&gt;
== Jesus Brooks ==&lt;br /&gt;
&lt;br /&gt;
I think that humanoids shouldn't be allowed to walk over brooks, this was underlined to me when i saw the fisherdwarf asleep on the open space above the brook. {{unsigned|Warlordzephyr}}&lt;br /&gt;
&lt;br /&gt;
:First off, sign your comments please. Secondly, and I don't mean to sound like an annoying Wiki bureaucrat, opinions about how something should or shouldn't be don't really belong on the talk page; you'd get a better response over at the Bay 12 forums. Nonetheless, I will address your point.&lt;br /&gt;
:The way brooks are now is just a simple way to represent shallow running water that shouldn't block movement. A more realistic rendering would be to make the brook a small depression with ramps on both sides, and the bottom filled with depth 2 water, but for now, this is what we've got. --[[User:Mikaka|Mikaka]] 22:32, 2 May 2009 (UTC)&lt;br /&gt;
::A &amp;quot;brook&amp;quot; isn't deep enough to go from 1 z-level down to the next. It's like sleeping in the gutter: you'll get wet but not drown.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 02:58, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Stockpiling water?=&lt;br /&gt;
&lt;br /&gt;
My dwarfs like to carry water to food stockpiles. This only happens when I have given them a command to fill a pond (note that the said pond is on the other end of the map and on a different z-level from the stockpiles and that the stockpile is not in between the water sources and the pond).  At first I thought it had something to do with fish so I disabled all meat and fish from the stockpiles and the little dwarfs kept on dumping water in the stockpiles. Does anyone know how to stop this or why it happens? [[User:L337chica|L337chica]] 01:28, 15 May 2009 (UTC)&lt;br /&gt;
:A wiki is not a Q&amp;amp;A - you'd get better feedback on the forums.--[[User:Albedo|Albedo]] 04:40, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saltwater biome only? ==&lt;br /&gt;
&lt;br /&gt;
I just embarked in a mixed saltwater/freshwater swamp site, and while the pools in the southeast corner (where the saltwater was) are undrinkable (designated zones over them have &amp;quot;0&amp;quot; water source tiles) the pools in the rest of the map seem to work fine as water sources.&lt;br /&gt;
&lt;br /&gt;
--[[User:Syndic|Syndic]] 22:05, 30 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18508</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18508"/>
		<updated>2009-07-15T14:57:29Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
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I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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:Goblin Cage(Material) is usually a good indication that you've caught them. In fact, the &amp;quot;____&amp;quot; cage (Material) is a name that's given when something occupies the cage, I believe, so it definitely means the Goblin is trapped inside, as otherwise it would simply be a &amp;quot;Larch Cage&amp;quot;. [[User:Jwguy|Jwguy]] 06:15, 4 June 2009 (UTC)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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: Refined coal is [[coke]] in the game. Whiskey is a nice burny liquid your dwarves know how to make, but it's wasted on goblins. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:29, 30 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;br /&gt;
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== Cage trap bug ==&lt;br /&gt;
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recently I caught about 15 goblins in a siege so I decided to drop them in my volcano to prove a point to the rest. Well I dropped them in and then I noticed that one of my cage traps was smoking and that there was everything that a goblin bowmen would where in it. So after a couple of minutes I had gotten a screw pump ready to try and get rid of the smoke when my game crashed then I tried it again and the exact same thing happened. Im pretty sure that this is a bug but I cant be sure.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 00:32, 3 June 2009 (UTC)&lt;br /&gt;
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== disposing of trapped hostiles ==&lt;br /&gt;
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What is the safest/easiest way to empty cages? TIA &amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:31, 21 June 2009 (UTC)&lt;br /&gt;
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Build a drowning room that you can fill with a screw pump / floodgate connected to river, build the cages in there, link a lever to the cages, close and forbid the door of the drowning room, pull the lever.&lt;br /&gt;
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Other ways are more risky, but can also be more fun ;)&lt;br /&gt;
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--[[User:Syndic|Syndic]] 13:10, 10 July 2009 (UTC)&lt;br /&gt;
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== Human ambushers trap-immune? ==&lt;br /&gt;
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In 28.181.40d it seems that the humans that come with the goblin ambushes walk past my traps without setting them off, luckily they usually flee when their goblin friends follow them and are killed by the traps. Do humans have some sort of trap-evasion now too or (more likely) do human ambushers also benefit from that &amp;quot;not affected by traps their diplomats have seen&amp;quot; thing that human sieges get?&lt;br /&gt;
--[[User:Syndic|Syndic]] 07:37, 10 July 2009 (UTC)&lt;br /&gt;
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Update: seems like it really is caused by the human diplomats seeing the traps... another ambush, the human walked past all the traps just fine until he hit a weapon trap that I constructed after the last caravan already left. I'm now building special trap-filled, pet-baited corridors with doors in front so the filthy spies can't see them.--[[User:Syndic|Syndic]] 12:52, 10 July 2009 (UTC)&lt;br /&gt;
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Hmm, now an elf leading a goblin ambush walked past traps too... not sure what to make of this --[[User:Syndic|Syndic]] 14:57, 15 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18507</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18507"/>
		<updated>2009-07-10T13:10:14Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* disposing of trapped hostiles */&lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
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I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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:Goblin Cage(Material) is usually a good indication that you've caught them. In fact, the &amp;quot;____&amp;quot; cage (Material) is a name that's given when something occupies the cage, I believe, so it definitely means the Goblin is trapped inside, as otherwise it would simply be a &amp;quot;Larch Cage&amp;quot;. [[User:Jwguy|Jwguy]] 06:15, 4 June 2009 (UTC)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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: Refined coal is [[coke]] in the game. Whiskey is a nice burny liquid your dwarves know how to make, but it's wasted on goblins. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:29, 30 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;br /&gt;
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== Cage trap bug ==&lt;br /&gt;
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recently I caught about 15 goblins in a siege so I decided to drop them in my volcano to prove a point to the rest. Well I dropped them in and then I noticed that one of my cage traps was smoking and that there was everything that a goblin bowmen would where in it. So after a couple of minutes I had gotten a screw pump ready to try and get rid of the smoke when my game crashed then I tried it again and the exact same thing happened. Im pretty sure that this is a bug but I cant be sure.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 00:32, 3 June 2009 (UTC)&lt;br /&gt;
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== disposing of trapped hostiles ==&lt;br /&gt;
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What is the safest/easiest way to empty cages? TIA &amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:31, 21 June 2009 (UTC)&lt;br /&gt;
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Build a drowning room that you can fill with a screw pump / floodgate connected to river, build the cages in there, link a lever to the cages, close and forbid the door of the drowning room, pull the lever.&lt;br /&gt;
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Other ways are more risky, but can also be more fun ;)&lt;br /&gt;
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--[[User:Syndic|Syndic]] 13:10, 10 July 2009 (UTC)&lt;br /&gt;
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== Human ambushers trap-immune? ==&lt;br /&gt;
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In 28.181.40d it seems that the humans that come with the goblin ambushes walk past my traps without setting them off, luckily they usually flee when their goblin friends follow them and are killed by the traps. Do humans have some sort of trap-evasion now too or (more likely) do human ambushers also benefit from that &amp;quot;not affected by traps their diplomats have seen&amp;quot; thing that human sieges get?&lt;br /&gt;
--[[User:Syndic|Syndic]] 07:37, 10 July 2009 (UTC)&lt;br /&gt;
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Update: seems like it really is caused by the human diplomats seeing the traps... another ambush, the human walked past all the traps just fine until he hit a weapon trap that I constructed after the last caravan already left. I'm now building special trap-filled, pet-baited corridors with doors in front so the filthy spies can't see them.--[[User:Syndic|Syndic]] 12:52, 10 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18506</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18506"/>
		<updated>2009-07-10T12:52:13Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* Human ambushers trap-immune? */&lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
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I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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:Goblin Cage(Material) is usually a good indication that you've caught them. In fact, the &amp;quot;____&amp;quot; cage (Material) is a name that's given when something occupies the cage, I believe, so it definitely means the Goblin is trapped inside, as otherwise it would simply be a &amp;quot;Larch Cage&amp;quot;. [[User:Jwguy|Jwguy]] 06:15, 4 June 2009 (UTC)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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: Refined coal is [[coke]] in the game. Whiskey is a nice burny liquid your dwarves know how to make, but it's wasted on goblins. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:29, 30 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;br /&gt;
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== Cage trap bug ==&lt;br /&gt;
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recently I caught about 15 goblins in a siege so I decided to drop them in my volcano to prove a point to the rest. Well I dropped them in and then I noticed that one of my cage traps was smoking and that there was everything that a goblin bowmen would where in it. So after a couple of minutes I had gotten a screw pump ready to try and get rid of the smoke when my game crashed then I tried it again and the exact same thing happened. Im pretty sure that this is a bug but I cant be sure.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 00:32, 3 June 2009 (UTC)&lt;br /&gt;
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== disposing of trapped hostiles ==&lt;br /&gt;
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What is the safest/easiest way to empty cages? TIA &amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:31, 21 June 2009 (UTC)&lt;br /&gt;
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== Human ambushers trap-immune? ==&lt;br /&gt;
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In 28.181.40d it seems that the humans that come with the goblin ambushes walk past my traps without setting them off, luckily they usually flee when their goblin friends follow them and are killed by the traps. Do humans have some sort of trap-evasion now too or (more likely) do human ambushers also benefit from that &amp;quot;not affected by traps their diplomats have seen&amp;quot; thing that human sieges get?&lt;br /&gt;
--[[User:Syndic|Syndic]] 07:37, 10 July 2009 (UTC)&lt;br /&gt;
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Update: seems like it really is caused by the human diplomats seeing the traps... another ambush, the human walked past all the traps just fine until he hit a weapon trap that I constructed after the last caravan already left. I'm now building special trap-filled, pet-baited corridors with doors in front so the filthy spies can't see them.--[[User:Syndic|Syndic]] 12:52, 10 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18505</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18505"/>
		<updated>2009-07-10T07:37:47Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* Human ambushers trap-immune? */ new section&lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
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I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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:Goblin Cage(Material) is usually a good indication that you've caught them. In fact, the &amp;quot;____&amp;quot; cage (Material) is a name that's given when something occupies the cage, I believe, so it definitely means the Goblin is trapped inside, as otherwise it would simply be a &amp;quot;Larch Cage&amp;quot;. [[User:Jwguy|Jwguy]] 06:15, 4 June 2009 (UTC)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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: Refined coal is [[coke]] in the game. Whiskey is a nice burny liquid your dwarves know how to make, but it's wasted on goblins. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:29, 30 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;br /&gt;
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== Cage trap bug ==&lt;br /&gt;
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recently I caught about 15 goblins in a siege so I decided to drop them in my volcano to prove a point to the rest. Well I dropped them in and then I noticed that one of my cage traps was smoking and that there was everything that a goblin bowmen would where in it. So after a couple of minutes I had gotten a screw pump ready to try and get rid of the smoke when my game crashed then I tried it again and the exact same thing happened. Im pretty sure that this is a bug but I cant be sure.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 00:32, 3 June 2009 (UTC)&lt;br /&gt;
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== disposing of trapped hostiles ==&lt;br /&gt;
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What is the safest/easiest way to empty cages? TIA &amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:31, 21 June 2009 (UTC)&lt;br /&gt;
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== Human ambushers trap-immune? ==&lt;br /&gt;
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In 28.181.40d it seems that the humans that come with the goblin ambushes walk past my traps without setting them off, luckily they usually flee when their goblin friends follow them and are killed by the traps. Do humans have some sort of trap-evasion now too or (more likely) do human ambushers also benefit from that &amp;quot;not affected by traps their diplomats have seen&amp;quot; thing that human sieges get?&lt;br /&gt;
--[[User:Syndic|Syndic]] 07:37, 10 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10383</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10383"/>
		<updated>2009-07-05T09:31:49Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* where does bodywear go? */&lt;/p&gt;
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&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;
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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;
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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;
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==Custom Catastrophe==&lt;br /&gt;
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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;
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: 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;
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: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;
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:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.&amp;lt;br&amp;gt;i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)&lt;br /&gt;
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::::For me, dwarves ignore custom stockpiles as long as there is an unfilled existing stockpile that accepts whatever the custom stockpile accepts.  Once that stockpile fills (and the dwarves are forced to begin using the custom pile) the custom stockpile is used normally--even if the other stockpile empties.--[[User:Zipdog|Zipdog]] 21:26, 27 April 2009 (UTC)&lt;br /&gt;
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:::::I'm having a similar problem.  Whenever I have two stockpiles of the same type but different things accepted (like two refuse piles where one accepts only bones, shells, and skulls and the other accepts all except those), only one gets used.  Individually, either one will get them correctly, but when I have both, one gets ignored. [[User:Greep|Greep]] 04:01, 12 June 2009 (UTC)&lt;br /&gt;
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:Regarding custom stockpiles:  I'm pretty sure that setting one up using the custom menu is 100% identical to setting up a standard one and then editing it.  Caveats: You're more likely to mess up the selection when using custom (because it remembers your prior one), whereas you're more likely to mess up the barrels / bins settings when editing an existing one (because those are only set at creation time).&lt;br /&gt;
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:Remember also that items must match ALL filters.  That means you must allow some or all &amp;quot;metals&amp;quot; / &amp;quot;materials&amp;quot; selections; some or all  &amp;quot;core quality&amp;quot; and &amp;quot;total quality&amp;quot; modifiers; &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; for weapons/armour; etc.  Selecting &amp;quot;weapons, bolts, steel, masterful, usable&amp;quot; will get you '''only''' masterful steel bolts, and that's also the '''minimum''' needed to get them.  Even something as broad as &amp;quot;weapons, bolts, all materials/metals, all qualities&amp;quot; will get you exactly nothing if you accidentally uncheck &amp;quot;usable&amp;quot;.&lt;br /&gt;
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:Also, remember that dwarves may not move items in barrels/bins between stockpiles unless the new stockpile also accepts barrels/bins.  To truly unbarrel / unbin stuff, you may have to dump it and reclaim it.&lt;br /&gt;
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:Regarding the scenario of a more selective stockpile accepting a subset of what a broader stockpile accepts: This will typically not  work unless you use &amp;quot;take from stockpile&amp;quot; (from broad to selective) or simply turn off some stuff in the broader one so there's no longer an overlap.  There is no rule that says &amp;quot;put items in the most specific stockpile&amp;quot;.&lt;br /&gt;
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:Regarding not being able to use multiple refuse piles:  Remember that dwarves will not collect outdoor refuse unless you enable it.  That means you cannot create a stockpile for corpses / bodyparts (not bones) outdoors, and a stockpile for bones (not corpses) indoors, and expect your dwarves to take the bones indoors once the corpses rot away.  You must use {{k|o}}-{{k|r}}-{{k|o}} to enable outdoor refuse collection.&lt;br /&gt;
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:Hope these help.  Maybe they should be in the article, dunno.  I've never seen any of the problems mentioned in this section, and I use custom stockpiles a lot. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 03:14, 13 June 2009 (UTC)&lt;br /&gt;
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::I think some of it may also be in the way dwarfs decide what to do where first.  In mining, they'll gravitate toward the top left every time.  Set up a huge stockpile, maybe 20x20, and they'll fill the top row from the left first, then go to the second row, walking over the closer ones to get to that top row.  It's possible that stockpiles are being treated the same, or something parallel.  If you have your custom piles draw from the generic ones, that might solve it, if after a wasted task to put the items in the generic stockpile the first time. But either way, bottom line is: if you want a custom stockpile with X in it, your generic stockpiles have to be tweaked to NOT accept X.--[[User:Albedo|Albedo]] 16:50, 13 June 2009 (UTC)&lt;br /&gt;
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== Bins ==&lt;br /&gt;
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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;
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: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;
:Is my problem similar to what you mean, GarrieIrons?  I have a clothing/leather stockpile that is filled to the brink with individual items.  I want to put them in bins so that I can have more room (as there are more items to be stored) but whenever I find a way to make room in the stockpile, more non-bin items are added until it is full again.  On top of that, there is already one bin on the stockpile and no one will store anything in it. [[User:FJH|FJH]] 21:30, 17 February 2009 (EST)&lt;br /&gt;
::i had the same problem, and was just about to post it, then found an answer! :D&amp;lt;br&amp;gt;set your stockpile to accept bins/barrels/whatever (mine's a stone block stockpile way outside of my fort, from which the peasants were carting one block at a time into a free bin. now it's a bin and block stockpile (Note: DO NOT TURN OFF 'core quality', 'total quality' etc. if you do, NO bins/barrels will be accepted)), press {{k|q}}uery(?) over the stockpile, then press {{k|t}}ake from a pile. go to your finished goods stockpile (the one containing the bins/barrels), and hit {{k|Enter}}. your peasants will immediately start running over to it with bins/barrels. sorted :D&amp;lt;br&amp;gt;note: they'll take all your bins over! remember to {{k|q}} over your new stockpile, and set the maximum amount of bins/barrels with {{k|c}} (more) and {{k|v}} (fewer). mine's set to 10.&amp;lt;br&amp;gt;thinking about it... you may just be able to set your finished goods stockpile max to 10 bins/barrels, and any others will be taken somewhere else (probably not a good thing; they may get left clogging up your workspace) --[[User:DJ Devil|DJ Devil]] 12:45, 7 March 2009 (EST)&lt;br /&gt;
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== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
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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;
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== my dear cook ==&lt;br /&gt;
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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;
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: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;
:I think in general, the number of prepared meals in the stack is based on the number of ingredients used. The biggest stacks of ingredients are generally quarry bush leaves, but depending on the animal, stacks of tallow can equal or exceed them. I have mini-stockpiles for quarry bush leaves and tallow adjacent to my kitchen, and if a stack smaller than 20 gets made, it generally means those mini-stockpiles are out. [[User:Darekun|Darekun]] 22:03, 2 April 2009 (UTC)&lt;br /&gt;
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== Stone Stockpiles ==&lt;br /&gt;
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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;
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== Take From Stockpile ==&lt;br /&gt;
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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;
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:Well, I gave it a shot --[[User:LegacyCWAL|LegacyCWAL]] 14:27, 7 March 2009 (EST)&lt;br /&gt;
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== Clear stone to replace with stockpile?  ==&lt;br /&gt;
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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;
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(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;
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:[[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;
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::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;
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:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
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::::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;
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==Armor bin capacity==&lt;br /&gt;
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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;
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: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;
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::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;
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:Crafts fit in bins in especially large numbers; perhaps based on the &amp;quot;material size&amp;quot; of the item, with some default applying to things with no explicit material size? There's also the matter of bags of seeds. [[User:Darekun|Darekun]] 23:52, 2 April 2009 (UTC)&lt;br /&gt;
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== Core Quality vs Total Quality ==&lt;br /&gt;
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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;
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:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;br /&gt;
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)&lt;br /&gt;
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== Putting things in bins higher priority than Take From Stockpile? ==&lt;br /&gt;
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In most cases, ''Take From Stockpile'' works fine; however, I seem to have a situation where it does not. Stockpile A is set to accept only skull totems, zero bin maximum, and take from Stockpile B which is set to accept finished goods (incl. skull totems) and has a non-zero bin maximum. However, I find my dwarfs are moving items from A to B, when they should be moving totems from B to A.&lt;br /&gt;
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I've only had this problem with skull totems, but I don't think it has to do with the totems themselves, but rather because this is the only time I've been attempting to move items from a stockpile that uses bins to one that does not. Has anyone else seen this? I need to do some testing, but I think the desire to put things in bins on stockpiles overrides the desire to take things from one stockpile to another. --[[User:Mattmoss|Mattmoss]] 18:02, 21 May 2009 (UTC)&lt;br /&gt;
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:You could edit the priority of putting items in a bin, over just sitting on the ground.  I think default is like 120 or something.--[[User:Zchris13|Zchris13]] 18:24, 21 May 2009 (UTC)&lt;br /&gt;
:P.S. It's in the init.&lt;br /&gt;
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:Might I ask why you're allowing totems in Stockpile B at all? Seems like an easy way to do it would be to simply have the totems only end up in Pile A. I usually only use &amp;quot;Take from&amp;quot; when preparing to relocate my primary stockpile for an item elsewhere. -[[User:N9103|Edward]] 21:17, 21 May 2009 (UTC)&lt;br /&gt;
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== Trampling of food? ==&lt;br /&gt;
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Is it just my imagination, or was there once an issue (feature) whereby unbarrelled food, particularly prepared meals, would degrade over time due to trampling by dwarves going to get food?  I can't find mention of it anywhere, but I've been designing trample-proof piles with diagonal &amp;quot;checkerboard&amp;quot; access for a long time now, and I'm wondering if it's still (or was ever) necessary.  Maybe someone confused the vermin issue with trampling?  &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 01:44, 31 May 2009 (UTC)&lt;br /&gt;
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:I think I've found a reference to it, in the [[Wear]] article.   &amp;quot;Wear can be caused by heavy traffic over the location an item is stored.&amp;quot;  But my questions still stand re: whether this still/ever applied to food, whether barrels make them immune or just help, etc. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 23:23, 31 May 2009 (UTC)&lt;br /&gt;
::I don't believe it matters. If you read that article, you know that [[wear]] is a sort of lowering of quality. And you ''should'' know that raw foodstuffs have no quality - if you don't, they don't. (And that article specifically states that [[Kitchen#Prepared meals|prepared food]]s are not subject to wear.) Putting these together, we get - it doesn't matter. I don't believe they do, but ~if~ the plump helmets or jaguar meat were to get worn out - they're still plump helmets or meat, and still just as edible and quality-less as before.  (As to the question of where you might have gotten this idea, I got nuthin'.)  I think the important phrase is ''&amp;quot;I can't find mention of it anywhere&amp;quot;''.  If wear effects food, I have seen no report of it either, anywhere.--[[User:Albedo|Albedo]] 23:38, 31 May 2009 (UTC)&lt;br /&gt;
:::Yeah, I suspect it was a rumour someone started a while back as an explanation for why their food was getting damaged, when in fact it was vermin doing it.  At least now I can stop making wacky stockpiles for unbarrelled food. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:55, 5 June 2009 (UTC)&lt;br /&gt;
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== Moving only items that are in a bin ==&lt;br /&gt;
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This is mainly aimed at efficiently moving items to be near the Trade Depot.&lt;br /&gt;
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What I want to do is designate a mixed stockpile but then say &amp;quot;only bring full bins to this stockpile&amp;quot;.&lt;br /&gt;
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Then I can have stockpiles near each workshop, when a bin is full a hauler comes and does the right thing for me.&lt;br /&gt;
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It all sounds so easy and logical! Now, is there an easy way to do it? What I am noticing is, if I have &lt;br /&gt;
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workshop -&amp;gt; stockpile A -&amp;gt; stockpile B -&amp;gt; trade depot&lt;br /&gt;
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when I put &amp;quot;stockpile B&amp;quot; on &amp;quot;max bins: all squares&amp;quot;, then my haulers never bother stopping at Stockpile A with inidividual items they just go&lt;br /&gt;
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workshop -&amp;gt; haul item -&amp;gt; stockpile B.&lt;br /&gt;
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[[User:GarrieIrons|GarrieIrons]] 08:31, 1 June 2009 (UTC)&lt;br /&gt;
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== where does bodywear go? ==&lt;br /&gt;
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I have two stockpiles set up near my trade depot, one for (unuseable) armor, and one for finished goods (all except quivers and backpacks). My dwarves move all goblin- and kobold-dropped stuff there... except for the bodywear. tunics, robes, coats all litter the landscape still. So is there a way to set a stockpile to accept &amp;lt;narrow giant cave spider silk robe&amp;gt;s?&lt;br /&gt;
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--[[User:Syndic|Syndic]] 09:31, 5 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10382</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10382"/>
		<updated>2009-07-05T09:22:29Z</updated>

		<summary type="html">&lt;p&gt;Syndic: /* where does bodywear go? */ new section&lt;/p&gt;
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&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;
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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;
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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;
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==Custom Catastrophe==&lt;br /&gt;
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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;
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: 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;
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: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;
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:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.&amp;lt;br&amp;gt;i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)&lt;br /&gt;
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::::For me, dwarves ignore custom stockpiles as long as there is an unfilled existing stockpile that accepts whatever the custom stockpile accepts.  Once that stockpile fills (and the dwarves are forced to begin using the custom pile) the custom stockpile is used normally--even if the other stockpile empties.--[[User:Zipdog|Zipdog]] 21:26, 27 April 2009 (UTC)&lt;br /&gt;
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:::::I'm having a similar problem.  Whenever I have two stockpiles of the same type but different things accepted (like two refuse piles where one accepts only bones, shells, and skulls and the other accepts all except those), only one gets used.  Individually, either one will get them correctly, but when I have both, one gets ignored. [[User:Greep|Greep]] 04:01, 12 June 2009 (UTC)&lt;br /&gt;
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:Regarding custom stockpiles:  I'm pretty sure that setting one up using the custom menu is 100% identical to setting up a standard one and then editing it.  Caveats: You're more likely to mess up the selection when using custom (because it remembers your prior one), whereas you're more likely to mess up the barrels / bins settings when editing an existing one (because those are only set at creation time).&lt;br /&gt;
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:Remember also that items must match ALL filters.  That means you must allow some or all &amp;quot;metals&amp;quot; / &amp;quot;materials&amp;quot; selections; some or all  &amp;quot;core quality&amp;quot; and &amp;quot;total quality&amp;quot; modifiers; &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; for weapons/armour; etc.  Selecting &amp;quot;weapons, bolts, steel, masterful, usable&amp;quot; will get you '''only''' masterful steel bolts, and that's also the '''minimum''' needed to get them.  Even something as broad as &amp;quot;weapons, bolts, all materials/metals, all qualities&amp;quot; will get you exactly nothing if you accidentally uncheck &amp;quot;usable&amp;quot;.&lt;br /&gt;
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:Also, remember that dwarves may not move items in barrels/bins between stockpiles unless the new stockpile also accepts barrels/bins.  To truly unbarrel / unbin stuff, you may have to dump it and reclaim it.&lt;br /&gt;
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:Regarding the scenario of a more selective stockpile accepting a subset of what a broader stockpile accepts: This will typically not  work unless you use &amp;quot;take from stockpile&amp;quot; (from broad to selective) or simply turn off some stuff in the broader one so there's no longer an overlap.  There is no rule that says &amp;quot;put items in the most specific stockpile&amp;quot;.&lt;br /&gt;
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:Regarding not being able to use multiple refuse piles:  Remember that dwarves will not collect outdoor refuse unless you enable it.  That means you cannot create a stockpile for corpses / bodyparts (not bones) outdoors, and a stockpile for bones (not corpses) indoors, and expect your dwarves to take the bones indoors once the corpses rot away.  You must use {{k|o}}-{{k|r}}-{{k|o}} to enable outdoor refuse collection.&lt;br /&gt;
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:Hope these help.  Maybe they should be in the article, dunno.  I've never seen any of the problems mentioned in this section, and I use custom stockpiles a lot. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 03:14, 13 June 2009 (UTC)&lt;br /&gt;
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::I think some of it may also be in the way dwarfs decide what to do where first.  In mining, they'll gravitate toward the top left every time.  Set up a huge stockpile, maybe 20x20, and they'll fill the top row from the left first, then go to the second row, walking over the closer ones to get to that top row.  It's possible that stockpiles are being treated the same, or something parallel.  If you have your custom piles draw from the generic ones, that might solve it, if after a wasted task to put the items in the generic stockpile the first time. But either way, bottom line is: if you want a custom stockpile with X in it, your generic stockpiles have to be tweaked to NOT accept X.--[[User:Albedo|Albedo]] 16:50, 13 June 2009 (UTC)&lt;br /&gt;
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== Bins ==&lt;br /&gt;
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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;
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: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;
:Is my problem similar to what you mean, GarrieIrons?  I have a clothing/leather stockpile that is filled to the brink with individual items.  I want to put them in bins so that I can have more room (as there are more items to be stored) but whenever I find a way to make room in the stockpile, more non-bin items are added until it is full again.  On top of that, there is already one bin on the stockpile and no one will store anything in it. [[User:FJH|FJH]] 21:30, 17 February 2009 (EST)&lt;br /&gt;
::i had the same problem, and was just about to post it, then found an answer! :D&amp;lt;br&amp;gt;set your stockpile to accept bins/barrels/whatever (mine's a stone block stockpile way outside of my fort, from which the peasants were carting one block at a time into a free bin. now it's a bin and block stockpile (Note: DO NOT TURN OFF 'core quality', 'total quality' etc. if you do, NO bins/barrels will be accepted)), press {{k|q}}uery(?) over the stockpile, then press {{k|t}}ake from a pile. go to your finished goods stockpile (the one containing the bins/barrels), and hit {{k|Enter}}. your peasants will immediately start running over to it with bins/barrels. sorted :D&amp;lt;br&amp;gt;note: they'll take all your bins over! remember to {{k|q}} over your new stockpile, and set the maximum amount of bins/barrels with {{k|c}} (more) and {{k|v}} (fewer). mine's set to 10.&amp;lt;br&amp;gt;thinking about it... you may just be able to set your finished goods stockpile max to 10 bins/barrels, and any others will be taken somewhere else (probably not a good thing; they may get left clogging up your workspace) --[[User:DJ Devil|DJ Devil]] 12:45, 7 March 2009 (EST)&lt;br /&gt;
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== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
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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;
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== my dear cook ==&lt;br /&gt;
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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;
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: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;
:I think in general, the number of prepared meals in the stack is based on the number of ingredients used. The biggest stacks of ingredients are generally quarry bush leaves, but depending on the animal, stacks of tallow can equal or exceed them. I have mini-stockpiles for quarry bush leaves and tallow adjacent to my kitchen, and if a stack smaller than 20 gets made, it generally means those mini-stockpiles are out. [[User:Darekun|Darekun]] 22:03, 2 April 2009 (UTC)&lt;br /&gt;
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== Stone Stockpiles ==&lt;br /&gt;
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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;
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== Take From Stockpile ==&lt;br /&gt;
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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;
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:Well, I gave it a shot --[[User:LegacyCWAL|LegacyCWAL]] 14:27, 7 March 2009 (EST)&lt;br /&gt;
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== Clear stone to replace with stockpile?  ==&lt;br /&gt;
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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;
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(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;
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:[[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;
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::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;
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:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
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::::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;
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==Armor bin capacity==&lt;br /&gt;
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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;
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: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;
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::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;
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:Crafts fit in bins in especially large numbers; perhaps based on the &amp;quot;material size&amp;quot; of the item, with some default applying to things with no explicit material size? There's also the matter of bags of seeds. [[User:Darekun|Darekun]] 23:52, 2 April 2009 (UTC)&lt;br /&gt;
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== Core Quality vs Total Quality ==&lt;br /&gt;
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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;
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:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;br /&gt;
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)&lt;br /&gt;
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== Putting things in bins higher priority than Take From Stockpile? ==&lt;br /&gt;
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In most cases, ''Take From Stockpile'' works fine; however, I seem to have a situation where it does not. Stockpile A is set to accept only skull totems, zero bin maximum, and take from Stockpile B which is set to accept finished goods (incl. skull totems) and has a non-zero bin maximum. However, I find my dwarfs are moving items from A to B, when they should be moving totems from B to A.&lt;br /&gt;
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I've only had this problem with skull totems, but I don't think it has to do with the totems themselves, but rather because this is the only time I've been attempting to move items from a stockpile that uses bins to one that does not. Has anyone else seen this? I need to do some testing, but I think the desire to put things in bins on stockpiles overrides the desire to take things from one stockpile to another. --[[User:Mattmoss|Mattmoss]] 18:02, 21 May 2009 (UTC)&lt;br /&gt;
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:You could edit the priority of putting items in a bin, over just sitting on the ground.  I think default is like 120 or something.--[[User:Zchris13|Zchris13]] 18:24, 21 May 2009 (UTC)&lt;br /&gt;
:P.S. It's in the init.&lt;br /&gt;
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:Might I ask why you're allowing totems in Stockpile B at all? Seems like an easy way to do it would be to simply have the totems only end up in Pile A. I usually only use &amp;quot;Take from&amp;quot; when preparing to relocate my primary stockpile for an item elsewhere. -[[User:N9103|Edward]] 21:17, 21 May 2009 (UTC)&lt;br /&gt;
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== Trampling of food? ==&lt;br /&gt;
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Is it just my imagination, or was there once an issue (feature) whereby unbarrelled food, particularly prepared meals, would degrade over time due to trampling by dwarves going to get food?  I can't find mention of it anywhere, but I've been designing trample-proof piles with diagonal &amp;quot;checkerboard&amp;quot; access for a long time now, and I'm wondering if it's still (or was ever) necessary.  Maybe someone confused the vermin issue with trampling?  &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 01:44, 31 May 2009 (UTC)&lt;br /&gt;
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:I think I've found a reference to it, in the [[Wear]] article.   &amp;quot;Wear can be caused by heavy traffic over the location an item is stored.&amp;quot;  But my questions still stand re: whether this still/ever applied to food, whether barrels make them immune or just help, etc. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 23:23, 31 May 2009 (UTC)&lt;br /&gt;
::I don't believe it matters. If you read that article, you know that [[wear]] is a sort of lowering of quality. And you ''should'' know that raw foodstuffs have no quality - if you don't, they don't. (And that article specifically states that [[Kitchen#Prepared meals|prepared food]]s are not subject to wear.) Putting these together, we get - it doesn't matter. I don't believe they do, but ~if~ the plump helmets or jaguar meat were to get worn out - they're still plump helmets or meat, and still just as edible and quality-less as before.  (As to the question of where you might have gotten this idea, I got nuthin'.)  I think the important phrase is ''&amp;quot;I can't find mention of it anywhere&amp;quot;''.  If wear effects food, I have seen no report of it either, anywhere.--[[User:Albedo|Albedo]] 23:38, 31 May 2009 (UTC)&lt;br /&gt;
:::Yeah, I suspect it was a rumour someone started a while back as an explanation for why their food was getting damaged, when in fact it was vermin doing it.  At least now I can stop making wacky stockpiles for unbarrelled food. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:55, 5 June 2009 (UTC)&lt;br /&gt;
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== Moving only items that are in a bin ==&lt;br /&gt;
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This is mainly aimed at efficiently moving items to be near the Trade Depot.&lt;br /&gt;
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What I want to do is designate a mixed stockpile but then say &amp;quot;only bring full bins to this stockpile&amp;quot;.&lt;br /&gt;
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Then I can have stockpiles near each workshop, when a bin is full a hauler comes and does the right thing for me.&lt;br /&gt;
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It all sounds so easy and logical! Now, is there an easy way to do it? What I am noticing is, if I have &lt;br /&gt;
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workshop -&amp;gt; stockpile A -&amp;gt; stockpile B -&amp;gt; trade depot&lt;br /&gt;
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when I put &amp;quot;stockpile B&amp;quot; on &amp;quot;max bins: all squares&amp;quot;, then my haulers never bother stopping at Stockpile A with inidividual items they just go&lt;br /&gt;
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workshop -&amp;gt; haul item -&amp;gt; stockpile B.&lt;br /&gt;
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[[User:GarrieIrons|GarrieIrons]] 08:31, 1 June 2009 (UTC)&lt;br /&gt;
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== where does bodywear go? ==&lt;br /&gt;
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I have two stockpiles set up near my trade depot, one for (unuseable) armor, and one for finished goods (all except quivers and backpacks). My dwarves move all goblin- and kobold-dropped stuff there... except for the bodywear. tunics, robes, coats all litter the landscape still. So is there a way to set a stockpile to accept &amp;lt;narrow giant cave spider silk robe&amp;gt;s?&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37622</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37622"/>
		<updated>2008-06-12T08:38:18Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
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&lt;div&gt;== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
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== MAGICAL ==&lt;br /&gt;
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I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
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== ITEMCORPSE ==&lt;br /&gt;
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(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
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[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
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Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
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Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_swallow&amp;diff=39319</id>
		<title>40d Talk:Giant cave swallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_swallow&amp;diff=39319"/>
		<updated>2008-03-18T10:07:11Z</updated>

		<summary type="html">&lt;p&gt;Syndic: New page: I've had a giant cave swallow kill one of my haulers recently, so what exactly does &amp;quot;this creature won't attack unless threatened&amp;quot; mean? Does it already feel threatened when a dwarf comes ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a giant cave swallow kill one of my haulers recently, so what exactly does &amp;quot;this creature won't attack unless threatened&amp;quot; mean? Does it already feel threatened when a dwarf comes too close? &lt;br /&gt;
&lt;br /&gt;
There was no military dwarf anywhere close, and I have no hunters. So the giant cave swallow must have attacked first.&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Herbalist&amp;diff=38527</id>
		<title>40d Talk:Herbalist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Herbalist&amp;diff=38527"/>
		<updated>2008-03-13T17:32:27Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I would like to add a section &amp;quot;plant gathering can be a good food source early on, and a source for seeds otherwise not obtainable, but tends to be completely useless later in game unless you are in a biome where you can find Kobold Bulb or Valley herb. Objections? --[[User:Koltom|Koltom]] 23:53, 6 March 2008 (EST)&lt;br /&gt;
:What! Are you mad? That has to be the dumbest thing I have ever heard!&lt;br /&gt;
:&lt;br /&gt;
:Go read http://www.mediawiki.org/wiki/Help:Editing_pages#Editing_rules.2C_editing_conventions.2C_and_formatting and follow those directions man. This is a wiki Edit first. Verify facts later (if ever). --[[User:Ikkonoishi|Ikkonoishi]] 02:05, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: ;) Um, well.. i will just postpone the question of how much irony or insult is intended in your post and point out that calling a skill ''completely useless'' is a bit strong so i thought i d have more opinions on that first. --[[User:Koltom|Koltom]] 13:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: having a herbalist is also useful if you want to grow surface plants, since you need to obtain the seeds first and traders don't always bring the kind of seeds you need. So if it gets completely useless, then only after you obtained enough seeds for any surface farming plots you want. --[[User:Syndic|Syndic]] 13:32, 13 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29108</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29108"/>
		<updated>2008-03-13T04:30:07Z</updated>

		<summary type="html">&lt;p&gt;Syndic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v.38c:&lt;br /&gt;
&lt;br /&gt;
it seems that in the newest version wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.&lt;br /&gt;
&lt;br /&gt;
--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Syndic</name></author>
	</entry>
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