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	<updated>2026-04-12T10:06:46Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_smelter&amp;diff=223201</id>
		<title>Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_smelter&amp;diff=223201"/>
		<updated>2016-02-02T15:02:05Z</updated>

		<summary type="html">&lt;p&gt;TC: Reverted confusing edits to the &amp;quot;opening under impassible tile&amp;quot; explanation (see Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|09:46, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma smelter|key=l|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal]] [[ore]]&lt;br /&gt;
* Meltable metal item&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
* [[Bituminous coal]] or [[Lignite]]&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[bar|bars]]&lt;br /&gt;
* [[Coke]] bars&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Magma smelter''' is a special variation of the basic [[smelter]] that uses [[magma]] as a source of heat, instead of [[fuel]].  Like all magma-powered buildings, it is not visible under the Build menu until your dwarves discover a source of magma.&lt;br /&gt;
&lt;br /&gt;
To function, magma smelters must be built with at least one of the eight edge tiles occupying an open space with at least 4/7 magma on the next floor down. If the only opening to the magma is under the [[impassable tile]] of the smelter, then magma creatures won't be able to enter the workshop area through the opening; otherwise they can.&lt;br /&gt;
&lt;br /&gt;
Note that both [[pig iron]] and [[steel]] production still require fuel as a source of carbon for the reaction.&lt;br /&gt;
&lt;br /&gt;
Magma smelters do not consume any magma from their magma source &amp;amp;mdash; you can use a single tile of magma below the smelter as an infinite heat source.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Magma_smelter&amp;diff=223190</id>
		<title>DF2014 Talk:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Magma_smelter&amp;diff=223190"/>
		<updated>2016-02-02T00:26:31Z</updated>

		<summary type="html">&lt;p&gt;TC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article says&lt;br /&gt;
&lt;br /&gt;
:Placing the only opening to the magma under the impassable tile of the smelter is a guarantee that magma creatures won't be able to enter the workshop area through the opening, possibly baring a building destroyer with an alternate route.&lt;br /&gt;
&lt;br /&gt;
I assume &amp;quot;baring&amp;quot; is supposed to be &amp;quot;barring&amp;quot;, but even then I don't know what the sentence is supposed to mean:&lt;br /&gt;
*A building destroyer with an alternate route might be able to enter the workshop area through the opening.&lt;br /&gt;
*Magma creatures may enter the workshop area through the opening if a building destroyer destroys the workshop first.&lt;br /&gt;
*Building destroyers with access to the workshop area via an alternate route may be effectively barred from entering the area if the workshop is placed as described (i.e. the workshop somehow prevents them from using the alternate route).&lt;br /&gt;
&lt;br /&gt;
Without clarification, I'm inclined to revert that sentence to its state before Sowelu's edit on 25 Sept. 2014, to the last version that was unambiguously written.&lt;br /&gt;
&lt;br /&gt;
[[User:TC|TC]] ([[User talk:TC|talk]]) 00:24, 2 February 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Magma_smelter&amp;diff=223189</id>
		<title>DF2014 Talk:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Magma_smelter&amp;diff=223189"/>
		<updated>2016-02-02T00:24:45Z</updated>

		<summary type="html">&lt;p&gt;TC: What is achieved by putting the only opening under the impassable tile?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article says&lt;br /&gt;
&lt;br /&gt;
:Placing the only opening to the magma under the impassable tile of the smelter is a guarantee that magma creatures won't be able to enter the workshop area through the opening, possibly baring a building destroyer with an alternate route.&lt;br /&gt;
&lt;br /&gt;
I assume &amp;quot;baring&amp;quot; is supposed to be &amp;quot;barring&amp;quot;, but even then I don't know what the sentence is supposed to mean:&lt;br /&gt;
*A building destroyer with an alternate route might be able to enter the workshop area through the opening.&lt;br /&gt;
*Magma creatures may enter the workshop area through the opening if a building destroyer destroys the workshop first.&lt;br /&gt;
*Building destroyers with access to the workshop area via an alternate route may be effectively barred from entering the area if the workshop placed as described (i.e. the workshop somehow prevents them from using the alternate route).&lt;br /&gt;
&lt;br /&gt;
Without clarification, I'm inclined to revert that sentence to its state before Sowelu's edit on 25 Sept. 2014, to the last version that was unambiguously written.&lt;br /&gt;
&lt;br /&gt;
[[User:TC|TC]] ([[User talk:TC|talk]]) 00:24, 2 February 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Skill&amp;diff=198582</id>
		<title>v0.34 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Skill&amp;diff=198582"/>
		<updated>2014-04-13T18:56:36Z</updated>

		<summary type="html">&lt;p&gt;TC: /* What is a profession? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A rusty novice qualifies to work in a mason's workshop that is set to only accept dabbling dwarves. Perhaps this information could be mentioned, with testing of course. Also, what does &amp;quot;Permanent skill loss&amp;quot; mean? Will a dwarf suffering from permanent skill loss never be able to work above a certain level, or is there a just a decrease in experience that is recoverable through training? --[[User:Introprospector|Introprospector]] 00:13, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-fortress sentients observed changing profession ==&lt;br /&gt;
&lt;br /&gt;
In case it's ever of interest to anybody, &amp;quot;NPCs&amp;quot; (by which I mean sentients who aren't part of your fortress) appear to change profession according to the same rules as fortress dwarves -- an unarmed Goblin Recruit entered my map in an ambush group and turned into a Wrestler after engaging some animals in hand-to-hand. [[User:Chaos|Chaos]] 05:21, 12 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is a profession? ==&lt;br /&gt;
&lt;br /&gt;
The wiki redirects &amp;quot;Profession&amp;quot; to this page, but this page doesn't describe professions, except through a few incidental references.&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=198049</id>
		<title>v0.34:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=198049"/>
		<updated>2014-04-03T14:54:31Z</updated>

		<summary type="html">&lt;p&gt;TC: /* Acquisition */ comestible != brewable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|01:08, 2 July 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work.]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[dwarves]]; a dwarf will drink booze an average of four times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preference]]s for various types of drinks, starting hidden and then appearing as each type of drink becomes known to your fortress. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Most of the [[crop|plants]] in the game can be turned into drink, and thus most drink is sourced from dwarven [[farming]], both indoor and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a [[barrel]] or a [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarven thirst is constrained by the important [ALCOHOL_DEPENDENT] [[creature token]] tag, which causes them to suffer severe performance penalties when deprived of alcohol. Thirsty dwarves increasingly lose [[speed]] in almost every activity, including basic movement; dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thought]]s from thirst. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown, and is fertile grounds for more future !!SCIENCE!!.&lt;br /&gt;
&lt;br /&gt;
Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:50%&amp;quot;&amp;gt;&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Honey]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=198047</id>
		<title>v0.34:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=198047"/>
		<updated>2014-04-03T14:47:00Z</updated>

		<summary type="html">&lt;p&gt;TC: /* Acquisition */ Edited grammar for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|01:08, 2 July 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work.]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[dwarves]]; a dwarf will drink booze an average of four times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preference]]s for various types of drinks, starting hidden and then appearing as each type of drink becomes known to your fortress. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Most of the [[crop|plants]] in the game can be turned into drink, and thus most drink is sourced from dwarven [[farming]], both indoor and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a [[barrel]] or a [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per comestible consumed and deposits it in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarven thirst is constrained by the important [ALCOHOL_DEPENDENT] [[creature token]] tag, which causes them to suffer severe performance penalties when deprived of alcohol. Thirsty dwarves increasingly lose [[speed]] in almost every activity, including basic movement; dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thought]]s from thirst. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown, and is fertile grounds for more future !!SCIENCE!!.&lt;br /&gt;
&lt;br /&gt;
Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:50%&amp;quot;&amp;gt;&lt;br /&gt;
==== Indoors ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
==== Outdoors ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Honey]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Food&amp;diff=198046</id>
		<title>v0.34 Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Food&amp;diff=198046"/>
		<updated>2014-04-03T14:33:39Z</updated>

		<summary type="html">&lt;p&gt;TC: /* How do dwarves choose what to eat? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Dwarves will gain new favorites if you present them with new food (e.g. human and elven products like/from above ground crops). If you want a colorful game or need any food you can get, fire away. If however you want to optimize happiness from food but still keep stock menues small and tidy, be cautious about what you trade with [[caravan]]s or gain from [[plant gathering]]. For example, presumably, expensive meat makes your dwarves happier than cheap mule meat{{verify}}, but any plants the elves bring are not more valuable than your own.''&lt;br /&gt;
&lt;br /&gt;
My research indicates this is no longer true - anyone else? --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 20:34, 25 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It migrated from [[v0.31:Food|the v0.31 article]], so it makes sense if it's changed since then. I haven't noticed any changes in dwarves' preferences in-game (I didn't think they could be changed at all in vanilla), but I can't say I've been checking. If you're sure about this, it's fine by me. --{{User:Lethosor/sig}} 20:45, 25 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, I checked all my dwarves on immigrating (cos I'm finicky like that) and now, year 7, ~80 dwarves, I checked again. I have pretty much all food industries running, I think, and bought all food the caravans bring. There are a few dwarves who have ''no'' food prefs at all, though all have a booze pref, so I was expecting hidden prefs or &amp;quot;open slots&amp;quot; but nothing so far. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 21:54, 25 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do dwarves choose what to eat? ==&lt;br /&gt;
&lt;br /&gt;
Is anything known about what a dwarf chooses to eat? Is it the closest edible item at the time his job changes to &amp;quot;Eat&amp;quot;? Is there any consideration of what the dwarf likes to eat? Or quality of the meal? Or proximity of the food to a dining room?&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=198045</id>
		<title>v0.34:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=198045"/>
		<updated>2014-04-03T14:21:39Z</updated>

		<summary type="html">&lt;p&gt;TC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior|02:58, 2 June 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves may be [[alcohol]]ics, but they cannot live on drink alone; they also need '''food'''. Hungry dwarves are indicated by a flashing brown arrow. Unfed dwarves will progress from hunger to starvation and, ultimately, to death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of Eating and Hunger ==&lt;br /&gt;
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, work more slowly, become more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]], but dwarves will generally not endanger their lives to finish a job. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. The only task that can actually lead to death by preventing a dwarf from covering their vital necessities is a mother trying to find her [[children|infant]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. A dwarf's fat stores are depleting by the mere fact of existing, but this happens very slowly. As a dwarf becomes hungrier, they use up more fat, and will die when their reserves are completely exhausted. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, and leaves the player wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort. &lt;br /&gt;
&lt;br /&gt;
Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, more likely early in a fortress's life. For this reason, it is important to get your food industry running, to provide more of a selection to the dwarves. Additional food of most categories can also be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other'(includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|z}}-stocks screen that gives a fully detailed overview.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.&lt;br /&gt;
*[[Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[milking|milked]] from certain tame female animals, including more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be cooked or processed into [[mead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored properly.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_smelter&amp;diff=197953</id>
		<title>v0.34:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_smelter&amp;diff=197953"/>
		<updated>2014-03-29T17:50:05Z</updated>

		<summary type="html">&lt;p&gt;TC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:20, 12 February 2013 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma smelter|key=l|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal]] [[ore]]&lt;br /&gt;
* Meltable metal item&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
* [[Bituminous coal]] or [[Lignite]]&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[bar|bars]]&lt;br /&gt;
* [[Coke]] bars&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Magma smelter''' is a special variation of the basic [[smelter]] that uses [[magma]] as a source of heat, instead of [[fuel]].  Like all magma-powered buildings, it is not visible under the Build menu until your dwarves discover a source of magma.&lt;br /&gt;
&lt;br /&gt;
To function, magma smelters must be built with at least one of the eight edge tiles occupying an open space with at least 4/7 magma on the next floor down. If the only opening to the magma is under the [[impassable tile]] of the smelter then magma creatures won't be able to enter the workshop area through the opening; otherwise they can.&lt;br /&gt;
&lt;br /&gt;
Note that both [[pig iron]] and [[steel]] production still require fuel as a source of carbon for the reaction.&lt;br /&gt;
&lt;br /&gt;
Magma smelters do not consume any magma from their magma source &amp;amp;mdash; you can use a single tile of magma below the smelter as an infinite heat source.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Grazer&amp;diff=197878</id>
		<title>v0.34 Talk:Grazer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Grazer&amp;diff=197878"/>
		<updated>2014-03-26T03:08:00Z</updated>

		<summary type="html">&lt;p&gt;TC: Created page with &amp;quot;==Child vs. Adult Grazing==  Do child animals graze at the same rate as adults?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Child vs. Adult Grazing==&lt;br /&gt;
&lt;br /&gt;
Do child animals graze at the same rate as adults?&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Breeding&amp;diff=197877</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=197877"/>
		<updated>2014-03-26T03:05:31Z</updated>

		<summary type="html">&lt;p&gt;TC: /* Gestation Period */ 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;br /&gt;
&lt;br /&gt;
== Gestation Period ==&lt;br /&gt;
&lt;br /&gt;
What is known about the gestation period of breeding animals?&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Repeater&amp;diff=197876</id>
		<title>v0.34 Talk:Repeater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Repeater&amp;diff=197876"/>
		<updated>2014-03-26T02:44:29Z</updated>

		<summary type="html">&lt;p&gt;TC: /* What is a non-borg repeater? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{np}}&lt;br /&gt;
&lt;br /&gt;
== What is a non-borg repeater? ==&lt;br /&gt;
&lt;br /&gt;
The article claims that a wave repeater is &amp;quot;the simplest (non-borg) repeater&amp;quot;. What is a non-borg repeater?&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pressure_plate&amp;diff=197834</id>
		<title>v0.34:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pressure_plate&amp;diff=197834"/>
		<updated>2014-03-24T15:42:46Z</updated>

		<summary type="html">&lt;p&gt;TC: &lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to [[lever]]s, in that they require [[mechanisms]] to be built, and then a pair of mechanisms to be linked to a [[floodgate]], [[Trap_component|spike trap]], [[bridge]], or what-have-you. Their accompanying activity is triggered the instant a creature has stepped on them (not including the delay associated with the triggered item); leave a time delay space for traps based on enemy movement as necessary.&lt;br /&gt;
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Pressure plates are sensitive to some creatures and uninfluenced by others (see [[#Unusual Triggers|Unusual Triggers]]). They are not sensitive to inert weight. Pressure plates trigger when the accumulated weight of sensitive creatures reaches a threshold specified by the player (see [[#Choosing Weights|Choosing Weights]]). Pressure plates are not targeted by [[building destroyer]]s. &lt;br /&gt;
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==Types==&lt;br /&gt;
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'''One-use''' pressure plates send their signal, then deconstruct the first time they're triggered, leaving behind the mechanism used to construct them and destroying any mechanisms used to link them to other objects.  As such, use low quality mechanisms to link with these.&lt;br /&gt;
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'''Resetting''' pressure plates can be reused as many times as you want.  They disengage 99 ticks after their trigger is removed.&lt;br /&gt;
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==Uses==&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as [[bridge]] raising or [[Trap_design|defensive and trap]] purposes, such as [[magma]] or [[water]] traps involving reservoirs of said substances. &lt;br /&gt;
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Pressure plates send an ''open'' command the instant their criteria are met, and a ''close'' command 99 ticks after their triggering criteria are no longer met.  If a pressure plate sends an ''open'' command to a [[door]], [[floodgate]], or [[hatch cover|hatch]] that is already opened, nothing happens.  The only exception to this is [[gear assembly|gear assemblies]], which toggle their engaged/disengaged state on every trigger from a [[lever]] or pressure plate.&lt;br /&gt;
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==Operation==&lt;br /&gt;
Making complicated devices with pressure plates requires a full and detailed understanding of how pressure plates function.&lt;br /&gt;
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Resetting pressure plates send two signals: an ''open'' signal, when first triggered by an appropriate creature or fluid; and a ''close'' signal, set to occur 99 ticks after the pressure criteria are no longer met.  They do not send continuous ''open'' signals while the pressure criteria are met.  A pressure plate that is untriggered then retriggered before it has sent a ''close'' signal will not send an ''open'' signal on the second trigger, and will abort the ''close'' signal scheduled to occur from the untriggering.&lt;br /&gt;
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Special care must be taken when linking multiple pressure plates to a single device.  When doing so, it's possible for one of the plates to become activated before another plate has sent a ''close'' signal.  Unlike with single plates, the triggering of the first plate will not abort the ''close'' signal scheduled from the second plate, and the triggered device can become deactivated (closed) despite a triggered pressure plate linked to the device.&lt;br /&gt;
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Similar situations can occur when activating a bridge or other refractory building with a pressure plate: if the pressure plate sends an ''open'' too rapidly after sending a ''close'', the bridge will ignore the ''open'' and wedge close.&lt;br /&gt;
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===Build order===&lt;br /&gt;
One essential consideration with carefully timed devices is build order.  Pressure plates can send ''open'' and ''close'' signals at different times depending on what sort of building is being triggered and whether the building was built before or after the pressure plate.  That is because furniture is evaluated in the reverse order in which it is built-- when you build a pressure plate before the furniture it's linked to, in many cases that furniture will not receive a signal until the tick following pressure plate activation.&lt;br /&gt;
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* Linked doors and hatches always open the same tick that a pressure plate is triggered, but close depending on build order: if built before the pressure plate, they close 99 ticks after the trigger is removed, and if built after, they close 100 ticks after the trigger is removed.&lt;br /&gt;
* Retracting spikes built before a pressure plate retract 40 ticks after triggering and extend 139 ticks after the trigger is removed.  If built after the triggering pressure plate, they retract 41 ticks after triggering and extend 140 ticks after the trigger is removed.&lt;br /&gt;
* Gear assemblies will appear to be unaffected by build order-- they will engage or disengage on the same tick that a pressure plate is triggered, regardless of build order-- but gear assemblies built after a pressure plate will not transmit (or stop transmitting) power until the tick following pressure plate activation (or 100 ticks after criteria are no longer met), whereas gear assemblies built before a plate linked to them will toggle at 0 and 99 ticks.&lt;br /&gt;
* Bridges, vertical bars, floodgates, and grates built before a pressure plate open 100 ticks after the trigger is sent, and close 199 ticks after the trigger is removed.  If they are built after a triggering pressure plate, they open 101 ticks after a trigger is sent and close 200 ticks after the trigger is removed.&lt;br /&gt;
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Essentially, pressure plates send open signals immediately upon triggering and close signals 99 ticks after their trigger is removed; pressure plates built before the device they trigger work a tick later; and doors and hatches are always opened on the exact tick that they're triggered by a pressure plate, regardless of build order, although their close tick is still affected by build order.&lt;br /&gt;
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===Unusual triggers===&lt;br /&gt;
Pressure plates will be set off by a sufficiently large [[undead]] corpse reanimating on their tile.  They will be set off by creatures that fall onto them, even if those creatures [[gravity|fall]] onto another creature occupying the same tile.  However, if a creature dies upon contact with the ground, as with a fall from a great height, that creature will not set off a pressure plate upon landing.  A mechanic who completes the first attachment job on a pressure plate will not cause an ''open'' to be sent to the building being linked, but a ''close'' will be sent-- when the ''open'' is sent, the building is not yet linked!  This tends to toggle gears upon linkage, and makes futile single-use, civilians-trigger pressure plates.  Neither [[Trading|merchants]], their pack animals, nor [[trading#Liasons|diplomats]] will set off pressure plates, even pressure plates set to be triggerable by civilians.  Should an invading force arrive, they will not activate any pressure plates that have been observed by any diplomat from their civilization.  Flyers and swimmers will set off pressure plates in any tile they move through.&lt;br /&gt;
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Regardless of whether a pressure plate is set to civilians-trigger or not, any creature that is [[unconscious]] or [[web|webbed]] will set off a pressure plate-- diplomat, sieging human, [[trapavoid]]er, or your own dwarf.&lt;br /&gt;
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===Hanging pressure plates===&lt;br /&gt;
Like other buildings, pressure plates built on top of a constructed wall remain even after that constructed wall is removed{{Bug|0377}}.  All linkages to such a plate need to be completed before removing the construction supporting the plate.  Creatures falling through a hanging pressure plate will not trigger that plate, but fluid falling through or pumped into a square occupied by a hanging pressure plate will trigger that plate as normal.  Flyers or swimmers moving through the tile containing the hanging pressure plate will trigger it as normal.&lt;br /&gt;
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==Advanced techniques==&lt;br /&gt;
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===Latching Pressure Plates===&lt;br /&gt;
[[Image:Mini_Resetable_Trigger_Once_Plate.PNG‎|thumb|right|133px|'''Resettable Latching Plate System'''.&amp;lt;br /&amp;gt; Uses scaffolding (not shown) just like a [[Screw pump#Pump stack|pump stack]].]]&lt;br /&gt;
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While ordinary one-use plates are easy to use, they deconstruct immediately after triggering and destroy all but one of the mechanisms used.  Frequently, it's desirable to have a system that triggers once, then waits to be reset manually.  For example, you might have a pressure plate that seals off your entrance and floods it with magma, but you don't want the flood to stop or the drawbridges to open like it would for a resetting pressure plate, but you also don't want to rebuild and reconnect the one-use pressure plate after every siege when half the parts are submerged in magma.  This is when you should use a pressure plate linked to a [[Memory (computing)|latch]].&lt;br /&gt;
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Suppose you want to use a pressure plate to seal off your main entrance.  You build the setup shown, being sure to construct the lower pumps before the upper pumps and the gear assembly on top after both pumps are done.  Then connect the plate in room 2 to the drawbridges that seal the entrance and hook a resetting, enemy triggered plate from your main hallway to the hatch in room 1. The resetting pressure plate in room 2 should be set to trigger whenever any water is on it.  You also connect a [[lever]] to the [[gear assembly]] above the pumps, which becomes your reset lever, and pull the lever to disengage the gear once its set up.  You also connect that gear to a power source with at least 25 [[power]].  Lastly, you fill area 1 with 7/7 water (to prevent evaporation) by channeling through the floor and designating a [[activity_zone#Pit/Pond|pond zone]] above it.  After it's full, remove the pond zone and build a floor over it for good measure.  During construction, you will need scaffolding just like what you use for a [[Screw pump#Pump stack|pump stack]].  This setup uses the same trick of channeling through the floor and building the lower pump first to allow them to share their power source.  Remember to forbid the access doors when you're done setting everything up.&lt;br /&gt;
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You can [[power]] this from any source, but if your map gives 40 wind power you can just use a [[windmill]].  Build a [[windmill]] right above where it says &amp;quot;power here&amp;quot; and then build a gear assembly directly below it.  Putting a windmill directly on top of a gear you disengage can cause the windmill to collapse, so don't try that unless it says the windmill has a stable foundation.  You may also want to construct a wall around your windmill to prevent a [[building destroyer]] from smashing it.&lt;br /&gt;
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Now, whenever your pressure plate is triggered, the hatch will immediately open and dump the water from 1 onto the plate at 2, holding that plate down until you use your reset lever to activate the pump and put the water back on top of the hatch. Don't forget to turn the pumps off after all the water has moved, or it will continue to reset itself until the pumps are stopped.  You can eliminate that minor problem by hooking the pressure plates in the [[User:Uristocrat/Toggle_System|toggle system]] to the gear assembly on top of the pumps instead of a lever, but that's significantly more complex.&lt;br /&gt;
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===Lightspeed repeater===&lt;br /&gt;
Pressure plates have a refractory period of 99 ticks, limiting [[repeater]]s to triple-digit cycles. However, multiple pressure plates attached to a target can be &amp;quot;staggered&amp;quot; such that the ''open'' signal from one plate is followed much sooner by the ''close'' signal from another plate. Using three pressure plates, a repeater can be constructed to toggle a target three times in 100 ticks:&lt;br /&gt;
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 Time ---&amp;gt;&lt;br /&gt;
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 Repeater 1           ---O--C--O--C--O--C--O--C&lt;br /&gt;
 Repeater 2           -----O--C--O--C--O--C--O-&lt;br /&gt;
 Repeater 3           -------O--C--O--C--O--C--&lt;br /&gt;
 What the door sees   ---O-OCOCOCOCOCOCOCOCOCOC&lt;br /&gt;
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This can be extended, with additional pressure plates, up to a maximum of one cycle every two ticks (one tick for open, and one for close) using 50 pressure plates. While these designs were [http://www.bay12forums.com/smf/index.php?topic=92454.msg2585477#msg2585477 originally created with fluid-logic], the introduction of [[minecart]]s provides a much simpler way to stagger the signals from multiple pressure plates.&lt;br /&gt;
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Note that only a few targets that don't have a built-in delay can handle switching at such speeds ([[door]]s, [[hatch]]es, and [[gear assembly|gears]]).&lt;br /&gt;
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Keep also in mind that quickly switching buildings will seriously hurt the performance of your game. A single door opening and closing every dozen steps may reduce your frame rate by about a third.&lt;br /&gt;
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===Priority close===&lt;br /&gt;
Pressure plates are very timely when detecting a trigger and sending an ''open'' signal, but require 99 ticks when sending a ''close'' signal. Unfortunately, there are situations where closing a hatch or door 100 ticks later might just be too late. This limitation can be overcome by constructing multiple pressure plates that are continually refreshed in a cycle less than 100 ticks. When a trigger condition occurs the cycle is stopped, leading the pressure plate that would have been refreshed next to send a ''close'' signal much sooner. [http://www.bay12forums.com/smf/index.php?topic=128095.msg4449221#msg4449221 A well-calibrated design] should be able to provide a ''close'' signal in five ticks or less.&lt;br /&gt;
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==Construction==&lt;br /&gt;
Pressure plates are built on any [[floor]] using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, minecarts, or some combination of the four). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} affect the minimum weight, and {{k|d}} and {{k|f}} affect the maximum.&lt;br /&gt;
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The number of mechanisms required to build a pressure plate depends on how many types of things (water, magma, creatures and/or minecarts) can trigger it. If only one of them can trigger it, it takes one mechanism. If two can (water and magma, water and creatures, or any other pair) then it takes two mechanisms. If all four can trigger it, it will take four mechanisms. &lt;br /&gt;
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NOTE: The creature selection screen has an additional setting that allows the pressure plate to ignore, or be triggered by, your citizens.  &amp;quot;Citizens&amp;quot; include [[Domestic animal|tame animals]] but not merchants or liaisons.  Pressure plates that can be triggered by citizens will remain triggerable by non-citizens as well-- there is no way to make a pressure plate that is triggerable by only civilians.&lt;br /&gt;
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Construction is done by a [[mechanic]], who will require one to four [[mechanism]]s. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the desired device, work for awhile, and then take another mechanism to the pressure plate itself and complete the task. Your pressure plate is now ready for action.&lt;br /&gt;
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===Choosing Weights===&lt;br /&gt;
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For a table of creatures you can organize by increasing or decreasing [[size|weight]], see [[List of creatures by adult size]].&lt;br /&gt;
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[[Vermin]] inherently do not trigger traps - aside from their weight being consistently less than 10000, they aren't treated as actual creatures for the purpose of triggering any sort of trap.  Only adult weights appear in-game.  Children creatures will still trigger pads, even though they are unlisted.  Creatures with the trapavoid token will not trigger pressure plates, regardless of weight.&lt;br /&gt;
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On-screen numbers are shown divided by 10 (rounded down). For example 500,000, the default minimum weight, will appear to be 50,000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.&lt;br /&gt;
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The weight settings are set up in what appears to be an odd way, but makes sense for the large scale of numbers we can work with. {{k|e}} or {{k|d}} will decrease the weight by 10,000 (1,000 on-screen), and {{k|r}} or {{k|f}} will increase the weight by 100,000 (10,000 on-screen).  It is slightly clumsy but it would be annoying to increase digits by units of 10,000 when trying to get from crundles to whales.&lt;br /&gt;
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A pressure plate set to trigger on {{k|T}}rack can also be adjusted to respond only to [[Minecart]]s of defined weights. The default settings are 1 as minimum and &amp;quot;any&amp;quot; as maximum, which responds to carts of any weight. If only carts of specific weights are supposed to trigger a signal, different minimum and maximum values can be chosen, in steps of 50 kg, ranging from 1 to 2000. {{k|t}} and {{k|y}} lower and increase the minimum, {{k|g}} and {{k|h}} affect the maximum weight setting. Only carts falling within the limits specified will trigger a signal, carts that are too light or too heavy will not. The gross weight of the cart will be consulted, i.e. the weight of the cart including its cargo. Differing weights of empty carts only cover part of the choosable weight range - the heaviest empty carts are made from platinum and weigh 856 kg.&lt;br /&gt;
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{{buildings}}&lt;/div&gt;</summary>
		<author><name>TC</name></author>
	</entry>
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