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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=204861</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=204861"/>
		<updated>2014-07-09T14:05:03Z</updated>

		<summary type="html">&lt;p&gt;Terrapin: /* How to reclaim a fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another. Sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of Reclaim Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to reclaim.  From there, reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
On arrival at your old fortress location, the player's initial impression will be one of untidiness.&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the last fortress will be scattered across the map along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away for the reclaim and all [[alcohol]] barrels will be empty, however any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege turns up of the same race then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed, the year is incremented and moved to the first day of Spring.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Retiring a fortress can make a world unplayable.&lt;br /&gt;
&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a very unhappy dwarf in their bedroom, for example) the walled off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;(dwarf) has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;/div&gt;</summary>
		<author><name>Terrapin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=204860</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=204860"/>
		<updated>2014-07-09T14:03:56Z</updated>

		<summary type="html">&lt;p&gt;Terrapin: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another. Sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of Reclaim Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|enter}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to reclaim.  From there, reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
On arrival at your old fortress location, the player's initial impression will be one of untidiness.&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the last fortress will be scattered across the map along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away for the reclaim and all [[alcohol]] barrels will be empty, however any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege turns up of the same race then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed, the year is incremented and moved to the first day of Spring.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Retiring a fortress can make a world unplayable.&lt;br /&gt;
&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a very unhappy dwarf in their bedroom, for example) the walled off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;(dwarf) has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;/div&gt;</summary>
		<author><name>Terrapin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=204859</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=204859"/>
		<updated>2014-07-09T14:02:57Z</updated>

		<summary type="html">&lt;p&gt;Terrapin: /* How to reclaim a fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another. Sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of Reclaim Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|enter}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to reclaim.  From there, reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
On arrival at your old fortress location, the player's initial impression will be one of untidiness.&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the last fortress will be scattered across the map along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away for the reclaim and all [[alcohol]] barrels will be empty, however any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege turns up of the same race then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed, the year is incremented and moved to the first day of Spring.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a very unhappy dwarf in their bedroom, for example) the walled off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;(dwarf) has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;/div&gt;</summary>
		<author><name>Terrapin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Still&amp;diff=204858</id>
		<title>Still</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Still&amp;diff=204858"/>
		<updated>2014-07-09T13:51:11Z</updated>

		<summary type="html">&lt;p&gt;Terrapin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{Workshop&lt;br /&gt;
|name = Still&lt;br /&gt;
|key = l&lt;br /&gt;
|job = [[Brewer|Brewer]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job = &lt;br /&gt;
*[[Brewing]] or [[Plant gathering]]&lt;br /&gt;
|use = &lt;br /&gt;
*[[Barrel]]&lt;br /&gt;
*Watertight [[large pot]]&lt;br /&gt;
*[[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
*[[Honey]]&lt;br /&gt;
*[[kobold bulb|Kobold Bulbs]]&lt;br /&gt;
*[[vial|Vial]]&lt;br /&gt;
|production = &lt;br /&gt;
*[[Alcohol]]&lt;br /&gt;
*[[Gnomeblight]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''still''' is the source of all home-made [[alcohol]] for a fort and is an essential workshop for any fortress. A still also allows dwarves to extract [[Gnomeblight]] from [[kobold bulb|Kobold Bulbs]] into a [[glass]] [[vial]]. A dwarf must have the [[brewer]] [[labor]] activated in order to use a still.&lt;br /&gt;
&lt;br /&gt;
The four tasks available at a still are:&lt;br /&gt;
* {{K|e}} Extract from Plants&lt;br /&gt;
* {{K|b}} Brew drink from plant&lt;br /&gt;
* {{K|m}} Brew drink from fruit&lt;br /&gt;
* {{K|m}} Make mead&lt;br /&gt;
&lt;br /&gt;
Brewing [[alcohol]] requires an available empty [[barrel]] and something to brew, either a [[Alcohol#Brewable plants|brewable plant]], fruit leaves[Verify] or [[honey]]. You may set specific plants to be used or not used through the Status menu under Kitchen. ({{K|z}}-{{K|k}}) Note that you are unable to set [[honey|Honey Bee honey]] to be brewed or not brewed because making mead is a different task than brewing.&lt;br /&gt;
&lt;br /&gt;
Every unit of plant or honey brewed at a still produces 5 units of alcohol. A single [[stack]] of plants will be brewed for each task, and the resulting booze will be placed into a single barrel - a stack of ''Plump helmet [5]'' will produce ''Dwarven wine [25]'' and will only occupy a single barrel. Skilled [[grower]]s, who tend to plant [[seed]]s  more skillfully and produce larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size. Brewing produces [[seeds]] for plants that can be planted and is under the hard-coded limit of 200 seeds for each kind, with 3000 maximum.  This number can be edited in the d_init file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Terrapin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=200078</id>
		<title>v0.34:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Children&amp;diff=200078"/>
		<updated>2014-06-21T01:31:54Z</updated>

		<summary type="html">&lt;p&gt;Terrapin: /* Too many children */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:51, 11 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Most creatures, including [[Dwarves]], start out as infants, then after a certain number of years become children, and then finally become adults. For [[Dwarves]], childhood starts after reaching one year of age, and continues until they are twelve years old.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your [[fortress]] might be any age from two to twelve. You can determine the age of any child by viewing their thoughts screen, which will give you the child's exact age as well as their date of birth. You can see this information regardless if the child was born in your fortress or came to it as a migrant with its parents.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP setting in the [[d_init.txt]] file. Dwarves even can have miscarriages (if they become Dehydrated, Starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father. Talking to a child causes a good thought. Children are known to start parties, being idle much of the time.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[snatcher|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be. The birth will interrupt the mother's current action (even sleep). The game will pause and announce the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will immediately resume whatever task she was doing before the child was born.&lt;br /&gt;
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Dwarven mothers can also give birth to twins or triplets. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
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Babies usually share a tile with their mother. If the mother is [[sleep]]ing, hospitalized, or imprisoned, however, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insane|raving mad]] adult, wandering freely over the map without any sense of self-preservation. It will be fed and watered as requested (as long as a dwarf is available, rather like a semi-mobile injured dwarf), and as long as it's not within reach of a hostile creature, then no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they shall go about their business like any other dwarven child.&lt;br /&gt;
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The gender of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other gender.&lt;br /&gt;
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After giving birth it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
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Male dwarven babies may be born complete with long [[beard]]s and very long moustaches.&lt;br /&gt;
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==Labor==&lt;br /&gt;
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own:&lt;br /&gt;
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* Socializing, like starting [[party|parties]].&lt;br /&gt;
* Removing [[construction]]s (such as [[wall]]s, [[floor]]s, [[ramp]]s).&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the 'All dwarves harvest' order is on. This will also increase their [[grower]] skill. Naturally, almost all children will grow up with at least proficient in growing. They will also store the harvested food in a stockpile, fetching a barrel if needed.&lt;br /&gt;
* When they want to, storing their items.  Yelling at them to clean their room has no effect.&lt;br /&gt;
* Children can enter [[strange mood]]s.&lt;br /&gt;
* Gathering plants, if another dwarf is already doing it.&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
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If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. The game will create an announcement when children reach adulthood and can be assigned any labor. This announcement will not pause and/or center the screen.&lt;br /&gt;
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==Dwarven parenthood==&lt;br /&gt;
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In the eighth DFTalk, it was mentioned that as an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
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==Too many children==&lt;br /&gt;
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If there are too many children in the fort, FPS may suffer. Removing children is difficult, as this may quickly lead to tantrum spirals. One possibility is to burrow children outside, so they may be snatched.&lt;br /&gt;
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To prevent a large population of children in the first place, it is preferred to set the BABY_CHILD_CAP in the [[d_init.txt]] file.&lt;br /&gt;
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In the longer running forts, when a parent has more than 10 children of one gender, the 11th onward will merely be referred to as 'son' or 'daughter'.  The exception to this is that the youngest will always be referred to as 'youngest son' or 'youngest daughter'.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
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Migrant children with any novice or better skills may have those skills enabled upon arrival at your fortress. This is relatively rare, and will most often lead to migrant children [[farming|planting seeds]], but if they previously completed an [[artifact]] they might start accepting craft jobs. Any such skills cannot be disabled until the child becomes an adult, though unwanted tasks can be limited with [[DF2012:Manager#Setting_workshop_profiles|profiles]] and [[burrow]]s.&lt;/div&gt;</summary>
		<author><name>Terrapin</name></author>
	</entry>
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