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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-24T05:55:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:127.0.0.1&amp;diff=55807</id>
		<title>User talk:127.0.0.1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:127.0.0.1&amp;diff=55807"/>
		<updated>2009-10-22T16:14:25Z</updated>

		<summary type="html">&lt;p&gt;Tp12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HI, my name is server.&lt;br /&gt;
&lt;br /&gt;
Hi there server, how are you?&lt;/div&gt;</summary>
		<author><name>Tp12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1896</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1896"/>
		<updated>2008-08-19T15:37:25Z</updated>

		<summary type="html">&lt;p&gt;Tp12: /* switched r and a colors. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Production_chain.gif|thumb|400px|Production chain.]]&lt;br /&gt;
'''Workshops''' are where objects are created, refined, altered, and decorated.&lt;br /&gt;
&lt;br /&gt;
== Building==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of [[stone]], [[wood]], or other common materials (although there are a few exceptions).  To build a workshop, open the {{key|b}}uild menu and select {{key|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction.  Your cursor will now change into a floor plan of the workshop. &lt;br /&gt;
&lt;br /&gt;
Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[Jeweler's workshop]] and [[Bowyer's workshop]] block off a whole side of the workshop. &lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a [[dwarf]] with the appropriate [[labor]] enabled to build the workshop ({{key|v}}iew dwarf-{{key|p}}references-{{key|l}}abors).  For instance, to build a a [[carpenter's workshop]], you must have a dwarf with the &amp;quot;[[Carpentry]]&amp;quot; labor enabled.  Some workshops (such as the [[furnaces]]) must first be designed by a dwarf with the [[architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
To build a workshop, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring squares.  Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
== Use==&lt;br /&gt;
&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled '&amp;lt;span style=&amp;quot;color: #0ac&amp;quot;&amp;gt;'''R'''&amp;lt;/span&amp;gt;' in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled '&amp;lt;span style=&amp;quot;color: #0c0&amp;quot;&amp;gt;'''A'''&amp;lt;/span&amp;gt;', if any, is the currently active project.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the [[manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[stockpile]]d nearby.&lt;br /&gt;
&lt;br /&gt;
Beware of workshop '''[[clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[miasma]] erupts from your [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
==Profiles==&lt;br /&gt;
&lt;br /&gt;
Once a manager is assigned, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[skill]]s).&lt;br /&gt;
&lt;br /&gt;
== Variations==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:&lt;br /&gt;
* [[Alchemist's laboratory]]: Used to make [[soap]].&lt;br /&gt;
* [[Ashery]]: Used to make [[lye]] and [[potash]].&lt;br /&gt;
* [[Bowyer's workshop]]: Used to make wooden [[crossbow]]s.&lt;br /&gt;
* [[Butcher's shop]]: Used to turn some corpses and [[animals|livestock]] into [[meat]] and usable materials.&lt;br /&gt;
* [[Carpenter's workshop]]: Used to make [[furniture]] from [[wood]]. Also some [[trap]] components. &lt;br /&gt;
* [[Clothier's shop]]: Used to make numerous items from [[cloth]].&lt;br /&gt;
* [[Craftsdwarf's workshop]]: Used to make a [[crafts|number of items]] from a plethora of materials for trading purposes. Also useful to make [[bolts]] cheaply.&lt;br /&gt;
* [[Dyer's shop]]: Used to [[dye]] [[cloth]] or [[thread]].&lt;br /&gt;
* [[Farmer's workshop]]: Used to make [[thread]], [[milk]], [[syrup]], and [[quarry bush|leaves]].&lt;br /&gt;
* [[Fishery]]: Used to process raw [[fish]] into edible [[meat]] and [[bones]].&lt;br /&gt;
* [[Jeweler's workshop]]: Used to cut [[gems]]. &lt;br /&gt;
* [[Kitchen]]: Used to cook [[food]] to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* [[Leather works]]: Used to make [[leather]] into [[armor]] and [[clothes]].&lt;br /&gt;
* [[Loom]]: Used to make [[cloth]] from [[thread]].&lt;br /&gt;
* [[Mason's workshop]]: Used to make [[furniture]] from [[stone]].&lt;br /&gt;
* [[Mechanic's workshop]]: Used only to make [[mechanism]]s from [[stone]].&lt;br /&gt;
* [[Metalsmith's forge]]: Used to make a plethora of items from trading items to [[furniture]] and [[trap]] components from [[metal]] [[bar]]s and [[fuel]]. &lt;br /&gt;
** [[Magma forge]]: Same as above, but with less [[fuel]] consumption.&lt;br /&gt;
* [[Millstone]]: Used to make [[dye]], [[flour]], and [[sugar]].&lt;br /&gt;
** [[Quern]]: Same as above, but with muscle power instead of water or [[windmill]]&lt;br /&gt;
* [[Siege workshop]]: Used to make [[ballista]] arrows and [[catapult]] and ballista parts.&lt;br /&gt;
* [[Still]]: Used to make alcohol drinks from [[plants]].&lt;br /&gt;
* [[Tanner's shop]]: Used to tan hides into [[leather]].&lt;br /&gt;
&lt;br /&gt;
== Furnaces ==&lt;br /&gt;
&lt;br /&gt;
Furnaces behave simlarly to workshops, except that they need some form of [[fuel]] ([[charcoal]], [[coke]], or [[magma]]) to operate. They transform raw material ([[wood]], [[ore]] or [[sand]]) to either a [[bar]] or [[block]] (of [[glass]], [[metal]], [[fuel]], [[ash]] or [[potash]]). To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.&lt;br /&gt;
&lt;br /&gt;
Furnaces must be built from fire proof material such as [[stone]].&lt;br /&gt;
&lt;br /&gt;
* [[Glass furnace]]: Used to make [[glass]] items from [[sand]] and [[fuel]].&lt;br /&gt;
** [[Magma glass furnace]]: Same as above, but without the [[fuel]] consumption.&lt;br /&gt;
* [[Kiln]]: Used to make [[pearlash]] from [[potash]] and [[fuel]].&lt;br /&gt;
** [[Magma kiln]]: Same as above, but without [[fuel]] consumption.&lt;br /&gt;
* [[Smelter]]: Used to make [[metal]] [[bar]]s from [[ore]] and [[fuel]].&lt;br /&gt;
** [[Magma smelter]]: Same as above, but with smaller or non existent [[fuel]] consumption.&lt;br /&gt;
* [[Wood furnace]]: Used to make [[charcoal]], which is [[fuel]], from [[wood]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[ru:Мастерская]]&lt;/div&gt;</summary>
		<author><name>Tp12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43746</id>
		<title>40d:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43746"/>
		<updated>2008-08-14T14:50:48Z</updated>

		<summary type="html">&lt;p&gt;Tp12: /* Part 2: Getting rid of the unwanted cats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D for Dwarf]]{{D for Dwarf}}&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhomes.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.&lt;br /&gt;
&lt;br /&gt;
== Conventional catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress.  Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queans, and toms.  Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Conventional catsplosion ===&lt;br /&gt;
==== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control ====&lt;br /&gt;
One word : [[cage]]&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Getting rid of the unwanted cats ====&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]].&lt;br /&gt;
* [[Trading]].  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.&lt;br /&gt;
* [[Trap#Other_traps|Execution Traps]].  Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.&lt;br /&gt;
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. And then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.&lt;br /&gt;
* [[Modding]].  See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.&lt;br /&gt;
&lt;br /&gt;
== Thermonuclear catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat.  A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature of 40000 degrees Urist&amp;amp;mdash;30032 degrees Fahrenheit, 16666&amp;amp;#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&amp;amp;mdash;which is equivalent to over three times the surface temperature of the sun.&lt;br /&gt;
&lt;br /&gt;
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion.  Their findings have been released to the public as part of the Shockingly Awesome campaign.&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]&lt;br /&gt;
&lt;br /&gt;
== Differences between catsplosions ==&lt;br /&gt;
&lt;br /&gt;
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor.  Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.&lt;/div&gt;</summary>
		<author><name>Tp12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43745</id>
		<title>40d:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43745"/>
		<updated>2008-08-14T14:50:04Z</updated>

		<summary type="html">&lt;p&gt;Tp12: /* Part 2: Getting rid of the unwanted cats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D for Dwarf]]{{D for Dwarf}}&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhomes.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.&lt;br /&gt;
&lt;br /&gt;
== Conventional catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress.  Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queans, and toms.  Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Conventional catsplosion ===&lt;br /&gt;
==== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control ====&lt;br /&gt;
One word : [[cage]]&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Getting rid of the unwanted cats ====&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]].&lt;br /&gt;
* [[Trading]].  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.&lt;br /&gt;
* [[Trap#Other_traps|Execution Traps]].  Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.&lt;br /&gt;
* as cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door. and then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relativaly safe manner. NOTE: be sure to check the door for dwarves before pulling the lever or they might be harmed.&lt;br /&gt;
* [[Modding]].  See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.&lt;br /&gt;
&lt;br /&gt;
== Thermonuclear catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat.  A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature of 40000 degrees Urist&amp;amp;mdash;30032 degrees Fahrenheit, 16666&amp;amp;#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&amp;amp;mdash;which is equivalent to over three times the surface temperature of the sun.&lt;br /&gt;
&lt;br /&gt;
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion.  Their findings have been released to the public as part of the Shockingly Awesome campaign.&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]&lt;br /&gt;
&lt;br /&gt;
== Differences between catsplosions ==&lt;br /&gt;
&lt;br /&gt;
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor.  Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.&lt;/div&gt;</summary>
		<author><name>Tp12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43744</id>
		<title>40d:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Catsplosion&amp;diff=43744"/>
		<updated>2008-08-14T14:49:15Z</updated>

		<summary type="html">&lt;p&gt;Tp12: /* Part 2: Getting rid of the unwanted cats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:D for Dwarf]]{{D for Dwarf}}&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhomes.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
There are two varieties of catsplosion: ''conventional catsplosion'', and ''thermonuclear catsplosion''.&lt;br /&gt;
&lt;br /&gt;
== Conventional catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress.  Dwarven scholars believe that the [[elf|elves]], in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queans, and toms.  Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Conventional catsplosion ===&lt;br /&gt;
==== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control ====&lt;br /&gt;
One word : [[cage]]&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Getting rid of the unwanted cats ====&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* [[Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]].&lt;br /&gt;
* [[Trading]].  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.&lt;br /&gt;
* [[Trap#Other_traps|Execution Traps]].  Put drop off 10 z-levels into a pool of [[water]] or [[magma]] with no escape or something to that sense.&lt;br /&gt;
* as cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door and connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relativaly safe manner. NOTE: be sure to check the door for dwarves before pulling the lever or they might be harmed.&lt;br /&gt;
* [[Modding]].  See [[Catsplosion#Thermonuclear_catsplosion|Thermonuclear catsplosion]] below.&lt;br /&gt;
&lt;br /&gt;
== Thermonuclear catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''thermonuclear catsplosion''' is only possible by [[modding]], but is nevertheless possible with off-the-shelf parts and is rated by the U.S. Department of Homeland Security to be a Plaid level of terrorist threat.  A thermonuclear catsplosion is started by assigning a ridiculous standard thermal temperature of 40000 degrees Urist&amp;amp;mdash;30032 degrees Fahrenheit, 16666&amp;amp;#x2154; degrees Celsius, or 16939.81667 degrees Kelvin&amp;amp;mdash;which is equivalent to over three times the surface temperature of the sun.&lt;br /&gt;
&lt;br /&gt;
Through great expense and loss of dwarven life, a brave few managed to obtain a recording of a thermonuclear catsplosion.  Their findings have been released to the public as part of the Shockingly Awesome campaign.&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion Recorded footage of a nuclear catsplosion]&lt;br /&gt;
&lt;br /&gt;
== Differences between catsplosions ==&lt;br /&gt;
&lt;br /&gt;
The most notable way to tell the difference between a conventional catsplosion and a thermonuclear catsplosion is its use of metaphor.  Whereas a conventional catsplosion is caused by cats going into figurative heat, a thermonuclear catsplosion is caused by cats turning into literal heat.&lt;/div&gt;</summary>
		<author><name>Tp12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27352</id>
		<title>40d Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27352"/>
		<updated>2008-07-17T10:56:35Z</updated>

		<summary type="html">&lt;p&gt;Tp12: ballista's not so deadly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fact that siege engines only hit things in their same z-level is probably going to change in a new version (or it may have already, I haven't checked the newest version that came out the 16th). Someone may want to make a note of it.&lt;br /&gt;
&lt;br /&gt;
== catapults don't always destroy ammo when shooting (0.27.169.33b) ==&lt;br /&gt;
&lt;br /&gt;
I have a couple of catapults to train my siege operators. After a while I noticed dwarves going far away from fortress to pick up stone. It turned out that the stones after being fired from catapult just fall on the ground. The ground is mostly sand - may be this is the reason.--[[User:BlackboX|BlackboX]] 22:56, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've investigated this a bit further in my newest fortress, and apparently any shot that hits the edge of the map, from a ballista or catapult, falls to the ground undamaged and can be recovered. While this is particularly useful for ballistae as it means the three metal bars going into each arrowhead aren't consumed when the bolt is fired, it also means haulers will run out of the fortress all the way to the map edge to recover the used ammo. Catapult shots that hit a wall destroy their ammo as before, I am about to test wether the same is true for ballistae. --[[User:TangoThree|TangoThree]] 13:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Just tested it, ballista arrows impacting a wall are destroyed like catapult shot. Also, ballista arrows stay within the Z-level on which they were fired as far as I can tell, but catapult shot will drop as it reaches the end of its arc and I have seen it hit targets on lower z-levels. I am not sure if these shots were aimed at the slugmen who got splattered because I was simply firing stone out of my fortress to train siege operators, but they were a couple of z-levels down by the map edge the catapults were firing towards. --[[User:TangoThree|TangoThree]] 13:21, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've seen catapult shots disappear at the edge of the map. I'm not sure what the maximum range is on a catapult. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimum Shooting Range ==&lt;br /&gt;
&lt;br /&gt;
I had several shots (&amp;gt; 30) fired upon a group of goblins by a legendary siege operator, but all stones flew over them&lt;br /&gt;
and hit an area behind them. The distance was 30 tiles (+- 4).&lt;br /&gt;
&lt;br /&gt;
I am on 27.176.38b [[User:Drahflow|Drahflow]] 09:33, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Quality of parts that the catapult was made of? If it wasn't exceptional or masterful, it should have been expected. --[[User:Tomato|Tomato]] 13:29, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fear Threshold ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the distance needed to keep civilian dwarves from running away? It would make building fortifications much easier. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ballista's not so deadly. ==&lt;br /&gt;
&lt;br /&gt;
it seems that ballesta's arent an instant kill anymore. they do however stil blow away most of their targets body...&lt;/div&gt;</summary>
		<author><name>Tp12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Brook&amp;diff=15192</id>
		<title>40d:Brook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Brook&amp;diff=15192"/>
		<updated>2008-03-30T16:45:02Z</updated>

		<summary type="html">&lt;p&gt;Tp12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''brook''' is a very shallow [[river]] that dwarves and other creatures can walk on. (This is not a bug.) Brooks are a permanent source of [[water]] that can be used for [[farming]] and [[power]] generation. You can even make a brook muddy and farm on top of it. Though like rivers the water flows from the source at one end to an open area at the other. If the source is frozen then any unfrozen part of the brook will not refill. [[Water wheel]]s will not function if placed directly on a brook; in order to get water wheels to work, you must dig a channel through the [[floor|surface]] of the brook tiles, which removes its walkability. Keep in mind that you do not need to dig a channel in order to fish, the brook is treated as normal water in this case. When [[mine]]d or [[channel]]ed, a brook tile will produce one [[stone]].  This can provide an important source of stone for maps which contain [[aquifers]] with the brook itself providing the [[water_wheel|motive force]] for [[Aquifer#The_Pump_Method|draining]] the aquifer, and the [[stone]] supplying the much needed [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[category:World]]&lt;/div&gt;</summary>
		<author><name>Tp12</name></author>
	</entry>
</feed>