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		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43402</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43402"/>
		<updated>2008-11-02T14:05:41Z</updated>

		<summary type="html">&lt;p&gt;TCPR: /* Minimum Mountain Peak Number */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380, if there are not enough aviable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When using the world painter tool the following parameters produce these regions:&amp;lt;br /&amp;gt;&lt;br /&gt;
- low mountain - elevation &amp;gt; 299 {{Biome|∆|∆|#808080|#808080}}&lt;br /&gt;
- mountain - elevation &amp;gt; 332 {{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
- high mountain - elevation &amp;gt;365 {{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
- peak - elevation = 400 {{Raw Tile|^|#808080|#000000}} (verify?)&lt;br /&gt;
&lt;br /&gt;
The rest of the regions can be obtained mostly through choice of rain and drainage values.&amp;lt;br /&amp;gt;&lt;br /&gt;
For rain &amp;lt; 10 and:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain &amp;gt; 65 - badlands {{Biome|V|√|#808000|#808000}}&lt;br /&gt;
drain &amp;gt; 49 - badlands {{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
drain &amp;gt; 32 - rock desert {{Biome|,|´|#808000|#808080}}&lt;br /&gt;
drain &amp;lt; 33 - sand desert {{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
&lt;br /&gt;
For rain &amp;lt; 20:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain &amp;gt; 65 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 49 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 32 - grassland {{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;lt; 33 - grassland {{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain &amp;lt; 33:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain &amp;gt; 65 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 49 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 32 - savanna {{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;lt; 33 - marsh/savanna (verify?) {{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain &amp;lt; 66:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain &amp;gt; 65 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 49 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 32 - shrubland {{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;lt; 33 - swamp {{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
&lt;br /&gt;
For rain &amp;lt; 66:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain &amp;gt; 65 - forest {{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 49 - forest {{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;gt; 32 - forest {{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
drain &amp;lt; 33 - swamp {{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
&lt;br /&gt;
The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TCPR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24621</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24621"/>
		<updated>2008-11-01T19:55:00Z</updated>

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