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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tsester</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tsester"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Tsester"/>
	<updated>2026-06-04T16:09:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:JT&amp;diff=185607</id>
		<title>User talk:JT</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:JT&amp;diff=185607"/>
		<updated>2013-05-12T00:24:00Z</updated>

		<summary type="html">&lt;p&gt;Tsester: thnx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for the template.  -- [[User:Vaevictus|Vae]] 14:37, 08 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the line-height idea! --[[User:JT|JT]] 14:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I created that image ([[:Image:Old0c3822.png]]) specifically for that template ([[Template:Old]]) and it doesn't really fit in [[Template:Spoiler]] or [[Template:Minorspoiler]], so I've created a new, pits-based image for that. Minorspoiler could use a different image, but it does fit the spoiler category. --[[User:Savok|Savok]] 11:28, 4 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it was mostly just a placeholder, although it was generic enough not to matter.  I wanted to replace it with something, but never got around to it. --01:24, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great Addition with that &amp;quot;cheet sheet&amp;quot; for the status icons! --[[User:N9103|Edward]] 21:29, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can't claim credit for it.  It was just a direct copy from the old Wiki, and if the old Wiki is to be believed then the person who uploaded it there borrowed it from someone else too! --[[User:JT|JT]] 22:02, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
with what program did you draw this : [[File:Jt screwpump.png|256px]] ? --[[User:Tsester|Tsester]] ([[User talk:Tsester|talk]]) 14:49, 10 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good ol' Windows Paint!  I may have done some touch-up work or layering work in GIMP -- I can't remember, but I use GIMP like a habit, so it's possible -- but I remember it was straight Paint for the majority.  (At that point, it was the Windows XP version.  I still can't really wrap my head around the &amp;quot;slightly improved but not really&amp;quot; new Office 2010 style of the Windows 7 Paint.) --[[User:JT|JT]] ([[User talk:JT|talk]]) 23:40, 11 May 2013 (UTC)&lt;br /&gt;
::thnx -[[User:Tsester|Tsester]] ([[User talk:Tsester|talk]]) 00:24, 12 May 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:JT&amp;diff=185532</id>
		<title>User talk:JT</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:JT&amp;diff=185532"/>
		<updated>2013-05-10T14:49:18Z</updated>

		<summary type="html">&lt;p&gt;Tsester: about screw pump drawing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for the template.  -- [[User:Vaevictus|Vae]] 14:37, 08 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the line-height idea! --[[User:JT|JT]] 14:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I created that image ([[:Image:Old0c3822.png]]) specifically for that template ([[Template:Old]]) and it doesn't really fit in [[Template:Spoiler]] or [[Template:Minorspoiler]], so I've created a new, pits-based image for that. Minorspoiler could use a different image, but it does fit the spoiler category. --[[User:Savok|Savok]] 11:28, 4 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it was mostly just a placeholder, although it was generic enough not to matter.  I wanted to replace it with something, but never got around to it. --01:24, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great Addition with that &amp;quot;cheet sheet&amp;quot; for the status icons! --[[User:N9103|Edward]] 21:29, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can't claim credit for it.  It was just a direct copy from the old Wiki, and if the old Wiki is to be believed than the person who uploaded it there borrowed it from someone else too! --[[User:JT|JT]] 22:02, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
with what program did you draw this : [[File:Jt screwpump.png|256px]] ? --[[User:Tsester|Tsester]] ([[User talk:Tsester|talk]]) 14:49, 10 May 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181542</id>
		<title>v0.34 Talk:Orca</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181542"/>
		<updated>2013-02-25T06:35:30Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Do other fish wash out to shore? why did orcas do? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do other fish wash out to shore? why did orcas do? ==&lt;br /&gt;
Ok, so i drag some water from the ocean the threw it back in. At the place where i threw it it was land, 30 tiles from the ocean. So the group of orcas threw one orca at a time , after dancing for a while, on the wet floor. They drowned one after the other. The last one seems to only go 1 tile to the shore then jump back in. - [[User:Tsester|Tsester]] 16:12, 24 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
EDIT: [[Image:Drowned_orcas_-_shore.png|700px]]&lt;br /&gt;
&lt;br /&gt;
EDIT: I had made the ocean cliffs into slopes&lt;br /&gt;
&lt;br /&gt;
EDIT: a jellyfish came 2 tiles away from the ocean, then went back in&lt;br /&gt;
&lt;br /&gt;
:Are you saying that the orcas walk out onto ''dry land'' and drown, or do they swim to areas of ground covered by water? Also, aquatic creatures will usually attempt ''not'' to drown by getting back into water if they can. --[[User:Lethosor|{{tc|#093|L}}{{tc|#084|e}}{{tc|#075|t}}{{tc|#066|h}}{{tc|#057|o}}{{tc|#048|s}}{{tc|#039|o}}{{tc|#02a|r}}]] ([[User talk:Lethosor|{{tc|#20b|t}}{{tc|#509|a}}{{tc|#807|l}}{{tc|#a06|k}}]]) 18:13, 24 February 2013 (UTC)&lt;br /&gt;
::I believe they jumped out of the water. - [[User:Tsester|Tsester]] 00:19, 25 February 2013 (UTC)&lt;br /&gt;
:::So they jumped out of the water ''onto dry land''? I haven't seen that happened before, but I don't often embark on oceans. That sounds unintentional, but interesting. --[[User:Lethosor|{{tc|#093|L}}{{tc|#084|e}}{{tc|#075|t}}{{tc|#066|h}}{{tc|#057|o}}{{tc|#048|s}}{{tc|#039|o}}{{tc|#02a|r}}]] ([[User talk:Lethosor|{{tc|#20b|t}}{{tc|#509|a}}{{tc|#807|l}}{{tc|#a06|k}}]]) 02:03, 25 February 2013 (UTC)&lt;br /&gt;
::::I'm not sure if the tile where each landed was dry or wet. - [[User:Tsester|Tsester]] 06:35, 25 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181532</id>
		<title>v0.34 Talk:Orca</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181532"/>
		<updated>2013-02-25T00:19:05Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Do other fish wash out to shore? why did orcas do? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do other fish wash out to shore? why did orcas do? ==&lt;br /&gt;
Ok, so i drag some water from the ocean the threw it back in. At the place where i threw it it was land, 30 tiles from the ocean. So the group of orcas threw one orca at a time , after dancing for a while, on the wet floor. They drowned one after the other. The last one seems to only go 1 tile to the shore then jump back in. - [[User:Tsester|Tsester]] 16:12, 24 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
EDIT: [[Image:Drowned_orcas_-_shore.png|700px]]&lt;br /&gt;
&lt;br /&gt;
EDIT: I had made the ocean cliffs into slopes&lt;br /&gt;
&lt;br /&gt;
EDIT: a jellyfish came 2 tiles away from the ocean, then went back in&lt;br /&gt;
&lt;br /&gt;
:Are you saying that the orcas walk out onto ''dry land'' and drown, or do they swim to areas of ground covered by water? Also, aquatic creatures will usually attempt ''not'' to drown by getting back into water if they can. --[[User:Lethosor|{{tc|#093|L}}{{tc|#084|e}}{{tc|#075|t}}{{tc|#066|h}}{{tc|#057|o}}{{tc|#048|s}}{{tc|#039|o}}{{tc|#02a|r}}]] ([[User talk:Lethosor|{{tc|#20b|t}}{{tc|#509|a}}{{tc|#807|l}}{{tc|#a06|k}}]]) 18:13, 24 February 2013 (UTC)&lt;br /&gt;
::I believe they jumped out of the water. - [[User:Tsester|Tsester]] 00:19, 25 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181524</id>
		<title>v0.34 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181524"/>
		<updated>2013-02-24T20:29:41Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:25, 24 February 2013 (UTC)&lt;br /&gt;
: I flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below. They don't have the drowning tag. They do have blue-filled name&lt;br /&gt;
: EDIT: as the above levels reaches 4/7 they start emerging or drowning - [[User:Tsester|Tsester]] 20:28, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181523</id>
		<title>v0.34 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181523"/>
		<updated>2013-02-24T20:28:53Z</updated>

		<summary type="html">&lt;p&gt;Tsester: more info about buoyancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:25, 24 February 2013 (UTC)&lt;br /&gt;
: I flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below. They don't have the drowning tag. They do have blue-filled name&lt;br /&gt;
: EDIT: as the above levels reaches 4/7 they start emerging - [[User:Tsester|Tsester]] 20:28, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181522</id>
		<title>v0.34 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181522"/>
		<updated>2013-02-24T20:25:37Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:25, 24 February 2013 (UTC)&lt;br /&gt;
: I flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below. They don't have the drowning tag. They do have blue-filled name - [[User:Tsester|Tsester]] 20:15, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181521</id>
		<title>v0.34 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Swimmer&amp;diff=181521"/>
		<updated>2013-02-24T20:24:38Z</updated>

		<summary type="html">&lt;p&gt;Tsester: added &amp;quot;==About buoyancy==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float?&lt;br /&gt;
i flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below &lt;br /&gt;
they don't have the drowning tag &lt;br /&gt;
they do have blue-filled name - [[User:Tsester|Tsester]] 20:15, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181520</id>
		<title>v0.34 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181520"/>
		<updated>2013-02-24T20:23:08Z</updated>

		<summary type="html">&lt;p&gt;Tsester: moving &amp;quot;About buoyancy&amp;quot; to DF2012:Swimmer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181519</id>
		<title>v0.34 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181519"/>
		<updated>2013-02-24T20:19:47Z</updated>

		<summary type="html">&lt;p&gt;Tsester: about buoyancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:13, 24 February 2013 (UTC)&lt;br /&gt;
: i flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below &lt;br /&gt;
: EDIT: the don't have the drowning tag &lt;br /&gt;
: EDIT: they do have blue-filled name - [[User:Tsester|Tsester]] 20:15, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181518</id>
		<title>v0.34 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181518"/>
		<updated>2013-02-24T20:17:45Z</updated>

		<summary type="html">&lt;p&gt;Tsester: some more info about buoyancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:13, 24 February 2013 (UTC)&lt;br /&gt;
: i flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below &lt;br /&gt;
: EDIT: the don't have the drowning tag - [[User:Tsester|Tsester]] 20:15, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181517</id>
		<title>v0.34 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181517"/>
		<updated>2013-02-24T20:16:04Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:13, 24 February 2013 (UTC)&lt;br /&gt;
: i flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below - [[User:Tsester|Tsester]] 20:15, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181516</id>
		<title>v0.34 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181516"/>
		<updated>2013-02-24T20:15:30Z</updated>

		<summary type="html">&lt;p&gt;Tsester: evidence about buoyancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:13, 24 February 2013 (UTC)&lt;br /&gt;
   i flooded some goblins two levels down, yet when the water reached 1/7 in the upper level they remained below - [[User:Tsester|Tsester]] 20:15, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181515</id>
		<title>v0.34 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pressure&amp;diff=181515"/>
		<updated>2013-02-24T20:13:20Z</updated>

		<summary type="html">&lt;p&gt;Tsester: do people float?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About buoyancy ==&lt;br /&gt;
do people float? - [[User:Tsester|Tsester]] 20:13, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181500</id>
		<title>v0.34 Talk:Orca</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181500"/>
		<updated>2013-02-24T16:12:34Z</updated>

		<summary type="html">&lt;p&gt;Tsester: added EDIT:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do other fish wash out to shore? why did orcas do? ==&lt;br /&gt;
Ok, so i drag some water from the ocean the threw it back in. At the place where i threw it it was land, 30 tiles from the ocean. So the group of orcas threw one orca at a time , after dancing for a while, on the wet floor. They drowned one after the other. The last one seems to only go 1 tile to the shore then jump back in. - [[User:Tsester|Tsester]] 16:12, 24 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
EDIT: [[Image:Drowned_orcas_-_shore.png|700px]]&lt;br /&gt;
&lt;br /&gt;
EDIT: I had made the ocean cliffs into slopes&lt;br /&gt;
&lt;br /&gt;
EDIT: a jellyfish came 2 tiles away from the ocean, then went back in&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181495</id>
		<title>v0.34 Talk:Orca</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181495"/>
		<updated>2013-02-24T04:40:46Z</updated>

		<summary type="html">&lt;p&gt;Tsester: added EDIT:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do other fish wash out to shore? why did orcas do? ==&lt;br /&gt;
Ok, so i drag some water from the ocean the threw it back in. At the place where i threw it it was land, 30 tiles from the ocean. So the group of orcas threw one orca at a time , after dancing for a while, on the wet floor. They drowned one after the other. The last one seems to only go 1 tile to the shore then jump back in. &lt;br /&gt;
&lt;br /&gt;
EDIT: [[Image:Drowned_orcas_-_shore.png|700px]] - [[User:Tsester|Tsester]] 04:10, 24 February 2013 (UTC)&lt;br /&gt;
EDIT: I had made the ocean cliffs into slopes&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_shore.png&amp;diff=181493</id>
		<title>File:Drowned orcas - shore.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_shore.png&amp;diff=181493"/>
		<updated>2013-02-24T04:38:24Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;br /&gt;
&lt;br /&gt;
see also: [[Image: Drowned_orcas_-_ocean.png|400px]]&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181492</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181492"/>
		<updated>2013-02-24T04:38:01Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - ocean view&lt;br /&gt;
&lt;br /&gt;
see also: [[Image: Drowned_orcas_-_shore.png|400px]]&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181491</id>
		<title>v0.34 Talk:Orca</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181491"/>
		<updated>2013-02-24T04:36:30Z</updated>

		<summary type="html">&lt;p&gt;Tsester: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do other fish wash out to shore? why did orcas do? ==&lt;br /&gt;
Ok, so i drag some water from the ocean the threw it back in. At the place where i threw it it was land, 30 tiles from the ocean. So the group of orcas threw one orca at a time , after dancing for a while, on the wet floor. They drowned one after the other. The last one seems to only go 1 tile to the shore then jump back in. &lt;br /&gt;
&lt;br /&gt;
EDIT: [[Image:Drowned_orcas_-_shore.png|700px]] - [[User:Tsester|Tsester]] 04:10, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_shore.png&amp;diff=181490</id>
		<title>File:Drowned orcas - shore.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_shore.png&amp;diff=181490"/>
		<updated>2013-02-24T04:32:29Z</updated>

		<summary type="html">&lt;p&gt;Tsester: some orcas jumped to the shore and drowned - shore view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181489</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181489"/>
		<updated>2013-02-24T04:30:01Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - ocean view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181488</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181488"/>
		<updated>2013-02-24T04:28:32Z</updated>

		<summary type="html">&lt;p&gt;Tsester: uploaded a new version of &amp;amp;quot;File:Drowned orcas - ocean.png&amp;amp;quot;: some orcas jumped to the shore and drowned - ocean view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181487</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181487"/>
		<updated>2013-02-24T04:28:11Z</updated>

		<summary type="html">&lt;p&gt;Tsester: uploaded a new version of &amp;amp;quot;File:Drowned orcas - ocean.png&amp;amp;quot;: Reverted to version as of 04:25, 24 February 2013&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181486</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181486"/>
		<updated>2013-02-24T04:27:05Z</updated>

		<summary type="html">&lt;p&gt;Tsester: uploaded a new version of &amp;amp;quot;File:Drowned orcas - ocean.png&amp;amp;quot;: Reverted to version as of 04:25, 24 February 2013&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181485</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181485"/>
		<updated>2013-02-24T04:26:48Z</updated>

		<summary type="html">&lt;p&gt;Tsester: uploaded a new version of &amp;amp;quot;File:Drowned orcas - ocean.png&amp;amp;quot;: some orcas jumped to the shore and drowned - ocean view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181484</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181484"/>
		<updated>2013-02-24T04:25:34Z</updated>

		<summary type="html">&lt;p&gt;Tsester: uploaded a new version of &amp;amp;quot;File:Drowned orcas - ocean.png&amp;amp;quot;: some orcas jumped to the shore and drowned - ocean view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181483</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181483"/>
		<updated>2013-02-24T04:23:52Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - shore view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181482</id>
		<title>File:Drowned orcas - ocean.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Drowned_orcas_-_ocean.png&amp;diff=181482"/>
		<updated>2013-02-24T04:22:40Z</updated>

		<summary type="html">&lt;p&gt;Tsester: some orcas jumped to the shore and drowned - ocean view&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;some orcas jumped to the shore and drowned - ocean view&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181481</id>
		<title>v0.34 Talk:Orca</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Orca&amp;diff=181481"/>
		<updated>2013-02-24T04:10:15Z</updated>

		<summary type="html">&lt;p&gt;Tsester: orcas jump to the shore, drown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do other fish wash out to shore? why did orcas do? ==&lt;br /&gt;
Ok, so i drag some water from the ocean the threw it back in. At the place where i threw it it was land, 30 tiles from the ocean. So the group of orcas threw one orca at a time , after dancing for a while, on the wet floor. They drowned one after the other. The last one seems to only go 1 tile to the shore then jump back in. - [[User:Tsester|Tsester]] 04:10, 24 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Doctor&amp;diff=181373</id>
		<title>v0.34 Talk:Doctor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Doctor&amp;diff=181373"/>
		<updated>2013-02-21T20:16:05Z</updated>

		<summary type="html">&lt;p&gt;Tsester: Created page with &amp;quot;== Do doctors respect burrows? == * well there were some doctors (x3) wandering outside, i'm not sure if they left the burrow or if they were there at first. i didn't see any ene...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do doctors respect burrows? ==&lt;br /&gt;
* well there were some doctors (x3) wandering outside, i'm not sure if they left the burrow or if they were there at first. i didn't see any enemies near the base, yet they kept going further away; there were corpses spread all over outside (i activated the burrow too late). [[User:Tsester|Tsester]] 20:16, 21 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeper&amp;diff=180833</id>
		<title>v0.34:Beekeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeper&amp;diff=180833"/>
		<updated>2013-02-06T12:44:22Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:39, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Beekeeper&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Beekeeping]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Install Colony in Hive&lt;br /&gt;
* Collect Hive Products&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Hive]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Beekeeper''' is the skill associated with the [[beekeeping]] [[labor]]. Beekeepers are responsible for {{K|b}}uilding [[hive]]s, installing colonies and collecting hive products. A manufactured hive is required before it can be placed. &lt;br /&gt;
&lt;br /&gt;
Beekeepers can produce food and [[wax|craft material]] for a fortress as part of the [[beekeeping industry]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves have a hard time splitting hives.  They also have a hard time keeping track of wild colonies of bees that die out.  Having the beekeeping labor enabled on only one dwarf at a time may alleviate these problems.  See {{bug|3981}} and related bugs.&lt;br /&gt;
*Removing and rebuilding empty hives usually fixes beekeepers stuck trying to install colonies. You can see which ones are empty and remove them the same time with 't'.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cabinet&amp;diff=180675</id>
		<title>v0.34:Cabinet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cabinet&amp;diff=180675"/>
		<updated>2013-01-29T10:27:54Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:24, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cabinet&lt;br /&gt;
|tile=π&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cabinets''' are used for storing [[clothes]]. They are a common requirement for [[noble]]s and they are also good for increasing the [[room value|value]] of a [[room]]. Each cabinet may hold about 8 to 12{{verify}} pieces of clothing. Dwarves may walk through tiles with cabinets.&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not own a cabinet in his bedroom, he or she will leave his or her clothing on the floor.&lt;br /&gt;
&lt;br /&gt;
Cabinets can be made from [[wood]], [[stone]], or some [[metal]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cabinet&amp;diff=180674</id>
		<title>v0.34:Cabinet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cabinet&amp;diff=180674"/>
		<updated>2013-01-29T10:25:22Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:24, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cabinet&lt;br /&gt;
|tile=π&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cabinets''' are used for storing [[clothes]]. They are a common requirement for [[noble]]s and they are also good for increasing the [[room value|value]] of a [[room]]. Each cabinet may hold about 8 to 12{{verify}} pieces of clothing. Dwarves may walk through tiles with cabinets.&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not own a cabinet in his bedroom, he or she will leave his or her clothing on the floor.&lt;br /&gt;
&lt;br /&gt;
Cabinets can be made from [[wood]], [[stone]], or some [[metal]].&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hive&amp;diff=180665</id>
		<title>v0.34 Talk:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hive&amp;diff=180665"/>
		<updated>2013-01-28T18:06:12Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Frozen dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The hive limits may be based on biome or some other factor. My current fortress has 52 hives with no restriction messages, however, if I add a 53rd hive, I get the &amp;quot;too many hives, output limited&amp;quot; message. --[[User:Telarin|Telarin]] 17:45, 27 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frozen dwarves ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you get too many hives created but not populated, a dwarf will head off on a task to install a new colony but will freeze in place, eventually starving/dying of thirst. If you change the hive status on all unoccupied hives to &amp;quot;do not install colony&amp;quot;, the dwarf will unfreeze. I have found that the best way to do initial hive population is one hive at a time. Once you've got established hives and are just populating by split, I haven't seen any problems. Anyone else notice this?&lt;br /&gt;
:*This is a known bug.  You can see it on Mantis.  It doesn't matter how many hives you have. see http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981 --[[User:Kwieland|Kwieland]] 11:29, 23 August 2012 (UTC)&lt;br /&gt;
:*i agree that by istalling one hive at a time the dwarves did not get frozen [[User:Tsester|Tsester]]&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Jug&amp;diff=180635</id>
		<title>v0.34:Jug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Jug&amp;diff=180635"/>
		<updated>2013-01-26T11:49:31Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:21, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jugs''' are a type of [[container]], made from [[ceramic]] at a [[kiln]], from [[metal]] at a [[forge]], from [[glass]] at a [[glass furnace]], from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], or from [[wood]] at a [[craftsdwarf's workshop]]. They are used in [[Beekeeping industry|beekeeping]] to store [[royal jelly]] or at a [[screw press]] to store [[honey]] or [[rock nut oil]]. Jugs made from [[earthenware]] need to be [[glaze]]d before they can be used to hold [[liquid]]s like honey. Jugs are stored in the [[tool|Tools]] section of the Finished Goods stockpile, and managed from the '''tools''' section of the Stocks screen. Jugs are stacked in [[bin]]s. &lt;br /&gt;
&lt;br /&gt;
Jugs can be used in adventurer mode to store water as a [[waterskin]], storing 16 units of water.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=180617</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=180617"/>
		<updated>2013-01-25T18:17:52Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and their great physical capacity means that most vampires live for hundreds or even thousands of years. Thus all but the newest vampires are vastly more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s. They usually live amongst their peers, and are very good at protecting their identities from discovery. These two facts combined mean that vampires are naturally good candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which tend not to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive, subtle, and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit their population limit, and some may see two or more. Vampires arrive in disguise, masquerading as another dwarf and hiding their true names and kill lists until they are discovered. Vamps act as do any other dwarves, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting as expected of them. They can be [[military|drafted]], assigned to [[burrow]]s, be given or claim [[room]]s, and possess items.&lt;br /&gt;
&lt;br /&gt;
The exception is that their [[On break|breaks]] tend to be for sinister purposes, often seeing them help themselves to the blood of the unwary to sustain their unnatural existence. Vampires will from time to time drink the blood of dwarves that they catch sleeping, whomever they can get their &amp;lt;strike&amp;gt;hands upon&amp;lt;/strike&amp;gt; fangs into. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress.&lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.) It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator. They were probably fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are the last indicator, although this might be the result of dwarven stupidity (ae. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
Once you discover you have a vampire, finding them becomes necessary, a practice complicated by their penchant for secrecy. Nonetheless, there are a number of good indicators of a vampire; and the more points they hit, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not an automatic indicator of being a vampire.&lt;br /&gt;
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Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some,&amp;quot; indicating that they have been sober of alcohol for a time.&lt;br /&gt;
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There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (ae. Urist McBastard, Vampire Mayor on the [[unit list]]). The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
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Feeding is apparently treated as a job by the game, and thus appears in the Unit List with its text in cyan. The text reads 'On Break'. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name, and if you find a dwarf on your unit screen not in your labor listing, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot; To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire, and happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take [[justice]] into one's own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
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Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
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=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
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This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
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== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness receive a 200 point bonus, then physical attributes will no longer gain or rust.&lt;br /&gt;
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*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
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Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes, he have no chance to die and instantly pass out. For this, free one of your hands, wrestle, catch your target's throat with your free hand, then wrestle again, place a choke-hold, then strangle him/her/it.&lt;br /&gt;
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After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
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Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
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Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in the Fortress mode, they still suffer from [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]], which slows them down. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
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{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=180513</id>
		<title>v0.34:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=180513"/>
		<updated>2013-01-21T16:59:12Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* How to get seeds out of a cage */&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
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{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Trap#Cage_Trap|traps]].&lt;br /&gt;
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'''Cages''' are used in [[cage trap]]s, [[jail]]s, and zoos, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
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Cages are stored on the Animal Stockpile. Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
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To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
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==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
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You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
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When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
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===Creature containment===&lt;br /&gt;
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To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to [[grass]], [[moss]] or [[floor fungus]] for survival, which can be achieved by assigning them to a [[zone|pasture]] that has plenty of tasty grass/moss.&lt;br /&gt;
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Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
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There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
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You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
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[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature in it. You must have a triggered (linked to a [[lever]]) cage to release tamed small creatures (like most birds).&lt;br /&gt;
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Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
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===Prisons===&lt;br /&gt;
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To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
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Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
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===Remotely Opening Cages===&lt;br /&gt;
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A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the whole lever to get back the mechanism used to open the cage.&lt;br /&gt;
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===Alternate way of Opening Cages===&lt;br /&gt;
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When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
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Another way to get creatures out of cages which are not built, is to assign the creatures to pastures (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
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===Cages and Fluids===&lt;br /&gt;
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A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
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It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested(yet)&lt;br /&gt;
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===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
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However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
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===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
Note that only tamed animals can be traded safely.&lt;br /&gt;
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=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice.  They will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
=== How to get seeds out of a cage ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Marking a seed for dumping can be done by pressing {{k|k}}, then pressing {{k|Enter}} on the cage, then pressing {{k|Enter}} a second time on the seed, and finally pressing {{k|d}} to mark the seed (rather than the cage) for dumping.  Or if there are a lot of seeds, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
&lt;br /&gt;
Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
&lt;br /&gt;
Placing a vermin fish in an aquarium can cause [[purring maggot]]s to become unmilkable. {{Bug|6116}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=180512</id>
		<title>v0.34:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=180512"/>
		<updated>2013-01-21T16:56:34Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* How to get seeds out of a cage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Trap#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, and zoos, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile. Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
&lt;br /&gt;
To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to [[grass]], [[moss]] or [[floor fungus]] for survival, which can be achieved by assigning them to a [[zone|pasture]] that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature in it. You must have a triggered (linked to a [[lever]]) cage to release tamed small creatures (like most birds).&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the whole lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
Another way to get creatures out of cages which are not built, is to assign the creatures to pastures (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested(yet)&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
Note that only tamed animals can be traded safely.&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice.  They will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
=== How to get seeds out of a cage ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Marking a seed for dumping can be done by pressing {{k|k}}, then pressing {{k|Enter}} on the cage, then pressing {{k|Enter}} a second time on the seed, and finally pressing {{k|d}} to mark the seed (rather than the cage) for dumping.  Or if there are a lot of seeds, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
Also, if you build all the cages, the dwarves seem to take out the seeds.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
&lt;br /&gt;
Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
&lt;br /&gt;
Placing a vermin fish in an aquarium can cause [[purring maggot]]s to become unmilkable. {{Bug|6116}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=180511</id>
		<title>v0.34:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=180511"/>
		<updated>2013-01-21T16:56:13Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* How to get seeds out of a cage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Trap#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, and zoos, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile. Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
&lt;br /&gt;
To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to [[grass]], [[moss]] or [[floor fungus]] for survival, which can be achieved by assigning them to a [[zone|pasture]] that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature in it. You must have a triggered (linked to a [[lever]]) cage to release tamed small creatures (like most birds).&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the whole lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
Another way to get creatures out of cages which are not built, is to assign the creatures to pastures (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested(yet)&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
Note that only tamed animals can be traded safely.&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice.  They will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
=== How to get seeds out of a cage ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Marking a seed for dumping can be done by pressing {{k|k}}, then pressing {{k|Enter}} on the cage, then pressing {{k|Enter}} a second time on the seed, and finally pressing {{k|d}} to mark the seed (rather than the cage) for dumping.  Or if there are a lot of seeds, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
Also, if you build all the cages, the dwarfs seem to take out the seeds.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
&lt;br /&gt;
Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
&lt;br /&gt;
Placing a vermin fish in an aquarium can cause [[purring maggot]]s to become unmilkable. {{Bug|6116}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bin&amp;diff=178615</id>
		<title>v0.34:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bin&amp;diff=178615"/>
		<updated>2012-11-09T20:28:43Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:28, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Bin&lt;br /&gt;
|tile=X|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
A '''bin''' is a specially made basket for certain [[stockpiles]]. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or forged from 3 [[metal]] [[bar]]s at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammunition|ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapon]]s. [[Food]] stockpiles use [[barrel]]s and [[large pot]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
For information on managing bins in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=178614</id>
		<title>v0.34:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barrel&amp;diff=178614"/>
		<updated>2012-11-09T20:26:17Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|06:02, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s, [[large pot]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
For information on managing barrels in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
When a barrel gets empty again after being used it will be used again after being hauled back to a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has double the carrying capacity at the cost of being 2.5 times as heavy.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=178612</id>
		<title>v0.34:Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Large_pot&amp;diff=178612"/>
		<updated>2012-11-09T20:24:25Z</updated>

		<summary type="html">&lt;p&gt;Tsester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:07, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''' are containers that function much like [[barrel]]s, but can be made from other materials. They can be made from [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Pots are visible on the haul-for-trade screen under Tools section. Workshops that require a barrel for construction cannot use a pot instead.&lt;br /&gt;
&lt;br /&gt;
Large pots are currently 2.5 times as heavy as barrels made from the same material, and they have double the capacity.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|3389}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=172492</id>
		<title>v0.34 Talk:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=172492"/>
		<updated>2012-05-31T09:34:17Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Designating start point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Designating start point ==&lt;br /&gt;
:Recording mining operations&lt;br /&gt;
Press d, move the cursor to the start point. Start recording. If you want to mine press d again and continue with the macro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Playing macros&lt;br /&gt;
Press d, move the cursor to the start position, load the macro Ctrl+l. Play the macro Ctrl+p&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
Macros are locally coordinated, that means they act on the current view and start at the default position, unless you move the cursor by pressing d&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=172491</id>
		<title>v0.34 Talk:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=172491"/>
		<updated>2012-05-31T09:31:20Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Designating start point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Designating start point ==&lt;br /&gt;
   Recording mining operations&lt;br /&gt;
Press d, move the cursor to the start point. Start recording. If you want to mine press d again and continue with the macro.&lt;br /&gt;
&lt;br /&gt;
   Playing macros&lt;br /&gt;
Press d, move the cursor to the start position, load the macro Ctrl+l. Play the macro Ctrl+p&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
Macros are locally coordinated, that means they act on the current view and start at the default position, unless you move the cursor by pressing d&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=172490</id>
		<title>v0.34 Talk:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=172490"/>
		<updated>2012-05-31T09:20:25Z</updated>

		<summary type="html">&lt;p&gt;Tsester: Created page with &amp;quot;== Designating start point == Press d, move the cursor to the start point, then load the macro.  == Coordinates == Macros are locally coordinated, that means they act on the curr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Designating start point ==&lt;br /&gt;
Press d, move the cursor to the start point, then load the macro.&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
Macros are locally coordinated, that means they act on the current view and start at the default position, unless you move the cursor by pressing d&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gabbro&amp;diff=172153</id>
		<title>v0.34 Talk:Gabbro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gabbro&amp;diff=172153"/>
		<updated>2012-05-22T17:54:47Z</updated>

		<summary type="html">&lt;p&gt;Tsester: Created page with &amp;quot;I found some Tetrahedrite (ore of copper) in Gabbro, too.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I found some Tetrahedrite (ore of copper) in Gabbro, too.&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Igneous_intrusive_layer&amp;diff=172149</id>
		<title>v0.34 Talk:Igneous intrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Igneous_intrusive_layer&amp;diff=172149"/>
		<updated>2012-05-22T15:29:43Z</updated>

		<summary type="html">&lt;p&gt;Tsester: Created page with &amp;quot;I also found Tetrahedrite(copper) in Gabbro:)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I also found Tetrahedrite(copper) in Gabbro:)&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=170236</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=170236"/>
		<updated>2012-04-19T11:23:32Z</updated>

		<summary type="html">&lt;p&gt;Tsester: /* Missing on Main Page */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Stop Censorship Banner==&lt;br /&gt;
&lt;br /&gt;
Can we get this off of the wiki?  This place isn't for political advocacy.  --[[User:Bouchart|Bouchart]] 23:37, 17 November 2011 (UTC)&lt;br /&gt;
: No.  If this bill passes, I will be unable to host the wiki due to the legal issues involved. --[[User:Briess|Briess]] 00:44, 18 November 2011 (UTC)&lt;br /&gt;
:: The bills have been essentially struck down. There's a chance they'll return, but I think the banner doesn't need to be up anymore.--[[Special:Contributions/173.167.163.13|173.167.163.13]] 18:18, 6 February 2012 (UTC)&lt;br /&gt;
:::SOPA/PIPA have been struck down. ACTA, however, is far from dead. --[[Special:Contributions/78.144.215.247|78.144.215.247]] 20:40, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New version ==&lt;br /&gt;
&lt;br /&gt;
The main page recognises the new version, but not the new release date. [[Special:Contributions/188.95.42.176|188.95.42.176]] 14:08, 14 February 2012 (UTC)&lt;br /&gt;
:That's because the release date comes from a different template, which nobody updated. Given that this version is '''not''' save-compatible with 0.31.xx, it's very likely that a new namespace will be created to cover it, so it might be good to wait on updating existing pages. --[[User:Quietust|Quietust]] 14:11, 14 February 2012 (UTC)&lt;br /&gt;
::A few questions, then:&lt;br /&gt;
::*Is the DF2010 namespace going to be changed to df31 or similar, based on the version number instead of our placeholder title?&lt;br /&gt;
::*Will the new namespace be DF2012, df34, or something else?&lt;br /&gt;
::*{{tl|ArticleVersion}} and [[Dwarf Fortress Wiki:Current]] will need to be updated, yes?&lt;br /&gt;
::Yay new version! --[[User:Timrem|Timrem]] 20:27, 14 February 2012 (UTC)&lt;br /&gt;
:::On each of those questions, I'm not sure - I've contacted the admins, but I haven't yet gotten a response. --[[User:Quietust|Quietust]] 20:48, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main page has recognized the new version but not the new release date, again. Just reminding the people in charge to fix this :) --[[User:Merreton|Merreton]] 16:50, 30 March 2012 (UTC)&lt;br /&gt;
:You can change it yourself, you know. [[Template:Current/lastupdate]]. --[[User:Timrem|Timrem]] 18:36, 30 March 2012 (UTC)&lt;br /&gt;
::Thanks! Good to know. :D --[[User:Merreton|Merreton]] 21:56, 1 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Typo ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;French forum ,Canard PC Thread (Fr)&amp;quot; comma needs to be moved to the left&lt;br /&gt;
&lt;br /&gt;
==Editing Guide==&lt;br /&gt;
&lt;br /&gt;
I'd like to suggest that a new page with editing tips be created and linked to the main page. I think expanding on [[User_talk:Nyotor_Lizardhammers|this]] would be great. I especially would be interested in more information on how to do redirects, since I've done some incorrectly in the past (thanks for fixing them, Quietust!). I think it would be an excellent resource for those who haven't edited any other wikis before (like me) and for people who aren't familiar with the particular quirks of this wiki. Hopefully, this would reduce the number of red links we have the next time the namespace changes. --[[User:Cali|Cali]] 09:49, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I very much agree. I signed up recently to help out, and, as a new wiki person, I couldn't find a consolidated source of information about editing standards. The &amp;quot;Centralized discussion&amp;quot; page needs the aforementioned links. Especially the link to the [[http://dwarffortresswiki.org/index.php/Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.]]Alphabet Constitution. [[User:Darchitect|Darchitect]] 15:02, 27 February 2012 (UTC)Darchitect&lt;br /&gt;
::Yes, the &amp;quot;Alphabet Constitution&amp;quot; should be easier to find, and is included in the link I provided above. I'm glad I'm not the only who thinks this would be a useful idea. --[[User:Cali|Cali]] 00:38, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Elements: Buildings vs. Workshops ==&lt;br /&gt;
&lt;br /&gt;
Is there some reason why there are two separate pages for the same thing? And why does the Workshop page have this &amp;quot;Tier&amp;quot; categorization implemented? It doesn't seem to be necessary. I think the two should should be merged, and only contain a brief overview of what each workshop does, with a link to the workshop page.[[User:Darchitect|Darchitect]] 15:11, 27 February 2012 (UTC)Darchitect&lt;br /&gt;
&lt;br /&gt;
:Yes. Workshops are buildings, but not all buildings are workshops. &lt;br /&gt;
:The tier system is an attempt at systematizing the workshops relative to their input and output. As it is unnecessary, confusing, and not directly representative of the game, it should be removed. No article should list workshops anyway, as we have &amp;lt;nowiki&amp;gt;{{workshops}}&amp;lt;/nowiki&amp;gt; for that. &lt;br /&gt;
:I suggest that we make [[DF2012:Workshop]] a short general article that refers the user on to the specific workshop articles. --[[User:Nahno|Nahno]] 23:02, 28 February 2012 (UTC)-&lt;br /&gt;
&lt;br /&gt;
:::Excellent suggestion. I second the motion. I'm going to edit the Buildings article a bit, as well, as it doesn't communicate its concept very well. --[[User:Darchitect|Darchitect]] 20:36, 29 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing on Main Page ==&lt;br /&gt;
&lt;br /&gt;
irc://chat.freenode.net &amp;gt; #dwarffortress&lt;/div&gt;</summary>
		<author><name>Tsester</name></author>
	</entry>
</feed>