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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-09T06:24:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wear&amp;diff=99530</id>
		<title>v0.31:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wear&amp;diff=99530"/>
		<updated>2010-04-26T15:45:32Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Wear''' is the general degradation of materials over time, primarily in the context of [[food]] and [[clothing]].&lt;br /&gt;
&lt;br /&gt;
Animal-based products can '''rot''' given enough time, rendering the product unusable and generating [[miasma]] which gives your dwarves unhappy [[thoughts]]. Crops and harvested plants can '''wither''', making them useless but generating no miasma.&lt;br /&gt;
&lt;br /&gt;
Clothing is damaged by '''wear''', which occurs over time or as a result of [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Preventing the Problem ==&lt;br /&gt;
&lt;br /&gt;
The good news is that food items will eventually disappear on their own if left alone to decay - however, the best preventative measure is to use them up before they go bad.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] and [[fat]] can be processed into [[leather]] and [[tallow]], respectively, neither of which can rot. [[Meat]] and various [[organs]] can be cooked, prolonging their shelf life. Plants can be brewed or processed into goods which do not wither.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] will accelerate decay; as such, your food stocks should be kept in [[barrel]]s and guarded by [[cat]]s or [[trapper]]s. &lt;br /&gt;
&lt;br /&gt;
== Dealing with Decay ==&lt;br /&gt;
&lt;br /&gt;
A refuse [[stockpile]] will accept corpses, butchery products, bones, and rotten items. Placing one aboveground will allow corpses and meat to rot without producing miasma; if this is not an option, a sealed room can contain miasma safely without bothering the whole fort. Stockpile settings will allow you to sort your refuse as needed.&lt;br /&gt;
&lt;br /&gt;
Some corpses cannot be butchered; most notably, invaders such as [[goblin]]s and [[kobold]]s. These are best left to rot in the refuse stockpile until they turn into bones, which can be used for [[crafts]].&lt;br /&gt;
&lt;br /&gt;
Slain dwarves will rot unless put into a [[tomb]]. They are stored in a graveyard stockpile until then.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher&amp;diff=99485</id>
		<title>v0.31:Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher&amp;diff=99485"/>
		<updated>2010-04-26T15:03:45Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Butcher&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Butchery&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Butcher {{L|animal}}&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
| workshop = {{L|Butcher's shop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Butchers''' do the dirty job of killing tame animals, processing animal {{L|corpse}}s, skeletons and body parts for {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, {{L|Skull|skull}}(s) and many other objects at the {{L|butcher's shop}}.&lt;br /&gt;
&lt;br /&gt;
The type and number of objects produced from butchering a creature varies greatly, since not all creatures have the same parts.&lt;br /&gt;
&lt;br /&gt;
A butcher's skill affects the speed of butchery, which can be important for processing a large number of corpses before they begin to [[rot]]. {{L|Clutter}} should also be taken into account.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tanner&amp;diff=99480</id>
		<title>v0.31:Tanner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tanner&amp;diff=99480"/>
		<updated>2010-04-26T15:00:29Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Tanner&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Tanning&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Tan a hide&lt;br /&gt;
| workshop = {{L|Tanner's shop|Tanner's Shop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tanners''' turn raw {{L|skin}}s from {{L|butcher}}ed {{L|animals}} into usable {{L|leather}} at a {{L|tanner's shop}}. They have to act fast, as raw skins will {{L|rot}} fairly soon after being created. By default this job will automatically be queued when a skin is produced, but this can be deactivated from the orders-workshops menu.&lt;br /&gt;
&lt;br /&gt;
High proficiency in the tanning skill only affects how quickly the raw skin is processed, as leather does not have quality modifiers. However, when a large number of skins needs to be processed, perhaps after butchering a large quantity of livestock, time is of the essence. This can also be solved by having multiple tanneries and tanners available.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=99472</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=99472"/>
		<updated>2010-04-26T14:55:08Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Revamping Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd offer that &amp;quot;craftable&amp;quot; could be another category for bones, skulls, skin, etc. - or, failing that, placing the useless items like cartilage into a &amp;quot;detrius&amp;quot; category.--[[User:Warlord255|Warlord255]] 14:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm feathers empirically. Both Giant Eagles and Elk Birds yield feathers, which are currently cluttering up my butchers' shops. --[[User:Nimblewright|Nimblewright]] 16:50, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=99471</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=99471"/>
		<updated>2010-04-26T14:54:57Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Revamping Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd offer that &amp;quot;craftable&amp;quot; could be another category for bones, skulls, skin, etc. - or, failing that, placing the useless items like cartilage into a &amp;quot;detrius&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm feathers empirically. Both Giant Eagles and Elk Birds yield feathers, which are currently cluttering up my butchers' shops. --[[User:Nimblewright|Nimblewright]] 16:50, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=99469</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=99469"/>
		<updated>2010-04-26T14:53:45Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Parts with Unknown Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm feathers empirically. Both Giant Eagles and Elk Birds yield feathers, which are currently cluttering up my butchers' shops. --[[User:Nimblewright|Nimblewright]] 16:50, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=99459</id>
		<title>v0.31:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=99459"/>
		<updated>2010-04-26T14:45:38Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Cooking&lt;br /&gt;
| workshop = {{L|Kitchen}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
A '''Cook''' is a dwarf whose highest skill is in cooking. Cooks will prepare meals at the {{L|kitchen}} workshop using ingredients available in your fortress. They will also render {{L|fat}} into {{L|tallow}} at the kitchen. Both of these fall under the Cooking labor.&lt;br /&gt;
&lt;br /&gt;
There are three kinds of meals- easy, fine, and lavish. An easy meal uses two components; a fine meal three components, and a lavish meal four components. The result is a stack of prepared food with the same size as the sum of the stack sizes of its components. Prepared meals can rot, but do so much more slowly than raw food, especially [[meat]].&lt;br /&gt;
&lt;br /&gt;
Although some kinds of [[food]] can be eaten raw, other food resources are ingredients which are only edible when cooked into a meal. Cooking thus increases the number of food sources available to your fortress. Eating high quality prepared food also gives your dwarves happy [[thought]]s; a dwarf will also receive a happy thought if the meal contains one of their favorite foods. It is not precisely known how a cook's skill and the quality of ingredients affect the happiness generated by a meal, but as a general rule there's no such thing as &amp;quot;too good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
See also [[DF2010:Crop|List of Crops]] for ingredients.&lt;br /&gt;
&lt;br /&gt;
Easy meals require two ingredients, and will be named &amp;quot;{ingredient} biscuit&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Fine meals require three ingredients, and will be named &amp;quot;{ingredient} stew&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Lavish meals require four ingredients, and will be named &amp;quot;{ingredient} roast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table begins to show the interaction between preparation quality, and ingredient quality. The 'Value' column in the table is the total value of the stack divided by the number of portions in the stack, so that it is per portion.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Preparation&lt;br /&gt;
! Recipe&lt;br /&gt;
! Type&lt;br /&gt;
! Ingredients&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
|(normal)&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits&lt;br /&gt;
|2x minced Plump Helmet&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits&lt;br /&gt;
|2x minced Plump Helmet&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x minced Plump Helmet, 1x well-minced Plump Helmet&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet &lt;br /&gt;
|Biscuits&lt;br /&gt;
|2x well-minced Plump Helmet&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet &lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x well-minced Plump Helmet, 1x finely minced Plump Helmet&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;br /&gt;
The price is consistent with a formula of 10*PrepQuality + IngredientValue*IngredientQuality, where PrepQuality and IngredientQuality range from 1..(5?)&lt;br /&gt;
&lt;br /&gt;
=='Bugged' Boozecooking==&lt;br /&gt;
When you cook only alcohol (or other liquid item - dwarven syrup has the same problem), the cook decides to pull the alcohol out of the barrels, cluttering the kitchen, but then doesn't make a purely alcohol meal, leaving units of alcohol which turn into a pool if you remove the kitchen. Your cook will merrily proceed at starting meals he can't finish, ruining your alcohol and grinding your kitchen to a halt.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&amp;diff=99334</id>
		<title>v0.31:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Catsplosion&amp;diff=99334"/>
		<updated>2010-04-25T23:44:39Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Part 2: Getting rid of the unwanted cats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Human}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
== Catsplotions ==&lt;br /&gt;
[[File:Catbefore.JPG|left|thumb|Before.]]&lt;br /&gt;
[[File:Catafter.JPG|right|thumb|After.]]&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as {{L|cat}}s.&lt;br /&gt;
&lt;br /&gt;
=== Conventional Catsplosion ===&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats, believed to be intended as an elven ploy to prevent the further development of the game Dwarf Fortress.  Dwarven scholars believe that the {{L|elf|elves}}, in conjunction with Al Qaeda, are operating in order to reduce the frame rate of players by forcing them to waste CPU cycles on rendering the pathfinding of literal seas of kittens, queens, and toms.  Eventually, players find the game too slow to be playable, and no longer provide any donations to Bay 12 Games, resulting in the destruction of the world as they know it.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing {{L|butcher}}s, {{L|tanner}}s, {{L|soaper}}s, {{L|leatherworker}}s, and {{L|cook}}s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  {{L|Magma}}, {{L|water}}, and {{L|bridge}}s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open {{L|tantrum}}s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with Conventional Catsplosions ====&lt;br /&gt;
===== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control =====&lt;br /&gt;
One word : {{L|cage}}&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a {{L|cage}} and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.  If you manage to assign the cats quick enough and even if they manage to adopt someone prior to be put in the cage, they still will be put in it.&lt;br /&gt;
&lt;br /&gt;
===== Part 2: Getting rid of the unwanted cats =====&lt;br /&gt;
[[File:Catmeat.png|left|thumb|Desperate times call for desperate measures.]]&lt;br /&gt;
&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* {{L|Butcher|Butchering}}. This still has a certain risk that the cat will infect a worker dwarf with CWS on the way to the {{L|Butcher's shop}}, so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of {{L|Butcher's shop|butcher's shops}}. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.&lt;br /&gt;
* {{L|Trading}}.  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, deconstruct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.  WARNING: there are confirmed bugs with trading creatures in cages.  See the cage article for further details.&lt;br /&gt;
* {{L|Trap#Other_traps|Execution Traps}}.  A deep drop into magma, water, or a very hard floor will usually do the job.&lt;br /&gt;
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet unpassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door and then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relativaly safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed.&lt;br /&gt;
* {{L|Modding}}.  Removing the {{L|creature token}} [VERMINHUNTER] will stop cats from adopting owners but also from getting rid of unwanted rats.  Or, if you're feeling ''really'' cruel, you can remove cats entirely.  Note that neither method will stop cats '''after''' a world has been generated, only before.&lt;br /&gt;
&lt;br /&gt;
{{cvsec}}&lt;br /&gt;
&lt;br /&gt;
=== Thermonuclear Catsplosion ===&lt;br /&gt;
Thanks the [[Scamps]] Conventions of *{{version|0.28.181.40d}} and *{{version|0.31.03}}, the number of Thermonuclear Catsplosions has been drastically reduced, for the ignition keys are now by law hidden in a very {{L|Fun}} place after worldgen.  They are, therefore, unavailable to prospective &amp;lt;s&amp;gt;modders&amp;lt;/s&amp;gt; elf-fondling terrorists to use after then without causing drastic, system-wide instability to their computer networks.&lt;br /&gt;
&lt;br /&gt;
As a warning, here's [http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion the only video footage ever recovered from the horrible aftermath of a thermonuclear catsplosion.]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Driftwood&amp;diff=96163</id>
		<title>v0.31 Talk:Driftwood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Driftwood&amp;diff=96163"/>
		<updated>2010-04-20T12:51:24Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: Created page with 'Have not seen any change from 40d; entry copied.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have not seen any change from 40d; entry copied.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Driftwood&amp;diff=96161</id>
		<title>v0.31:Driftwood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Driftwood&amp;diff=96161"/>
		<updated>2010-04-20T12:51:07Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
'''Driftwood''' is a feature of [[Ocean|beach]] maps. It is not known if it replenishes over time. It cannot be harvested for [[wood]], nor can it be [[smoothing|smoothed over]]. Driftwood can be removed by {{k|b}}uilding a {{k|C}}onstruction such as a [[Road|r{{k|o}}ad]] or [[Wall|{{k|w}}all]] on the tile, which will transform the tile into an ordinary tile of the base [[Stone|rock]] type. Note that you cannot see the rock type of a driftwood tile while the driftwood is present.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ocean]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_swallow_man&amp;diff=96157</id>
		<title>v0.31 Talk:Cave swallow man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_swallow_man&amp;diff=96157"/>
		<updated>2010-04-20T12:49:14Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: Created page with 'Can't get the link to the Âsax page to work, with or without the accent. It works when either is typed in the search box.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can't get the link to the Âsax page to work, with or without the accent. It works when either is typed in the search box.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_swallow_man&amp;diff=96154</id>
		<title>v0.31:Cave swallow man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_swallow_man&amp;diff=96154"/>
		<updated>2010-04-20T12:48:30Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Cave swallow man|symbol=s|color={{COLOR:0:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Subterranean {{L|cavern}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''An armless man with the wings and head of a bird.  It lives underground.''&lt;br /&gt;
&lt;br /&gt;
'''Cave Swallowmen''' are one of the sentient animal peoples found in {{L|Caverns}}. They are known to wield simple weapons and shields made from wood, and can fly while wielding them.&lt;br /&gt;
&lt;br /&gt;
Despite being none too bright, there are tales of a {{L|Âsax|heroic}} cave swallowman who battled {{L|forgotten beast|evil creatures}} from the depths.&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[CREATURE:CAVE_SWALLOW_MAN]&lt;br /&gt;
	[COPY_TAGS_FROM:BIRD_SWALLOW_CAVE]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]&lt;br /&gt;
	[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
	[GO_TO_TAG:BODY]&lt;br /&gt;
		[CV_REMOVE_TAG:BODY]&lt;br /&gt;
		[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
		[BODY:HUMANOID_FLIER:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]&lt;br /&gt;
	[GO_TO_END]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[CASTE_NAME:cave swallow man:cave swallow men:cave swallow man]&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[CASTE_NAME:cave swallow woman:cave swallow women:cave swallow woman]&lt;br /&gt;
	[GO_TO_START]&lt;br /&gt;
	[NAME:cave swallow man:cave swallow men:cave swallow man]&lt;br /&gt;
	[DESCRIPTION:An armless man with the wings and head of a bird.  It lives underground.]&lt;br /&gt;
	[POPULATION_NUMBER:30:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[CREATURE_TILE:'s']&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Warlord255&amp;diff=96152</id>
		<title>User talk:Warlord255</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Warlord255&amp;diff=96152"/>
		<updated>2010-04-20T12:47:09Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: Created page with 'Nothing to talk about.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nothing to talk about.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Warlord255&amp;diff=96151</id>
		<title>User:Warlord255</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Warlord255&amp;diff=96151"/>
		<updated>2010-04-20T12:46:49Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: Created page with 'I like to contribute where I can. Hope I don't screw anything up.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like to contribute where I can. Hope I don't screw anything up.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_swallowman&amp;diff=96148</id>
		<title>v0.31:Cave swallowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_swallowman&amp;diff=96148"/>
		<updated>2010-04-20T12:43:42Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Giant cave swallow|symbol=C|color={{COLOR:0:0:1}}&lt;br /&gt;
|biome= * {{L|Caverns}}&lt;br /&gt;
* Underground depth 1-2&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
:''An armless man with the wings and head of a bird. It lives underground.''&lt;br /&gt;
&lt;br /&gt;
'''Cave Swallowmen''' are one of the sentient animal peoples found in {{L|Caverns}}. They are known to wield simple weapons and shields made from wood, and can fly while wielding them.&lt;br /&gt;
&lt;br /&gt;
Despite being none too bright, there are tales of a {{L|Âsax|heroic}} cave swallowman who battled {{L|forgotten beast|evil creatures}} from the depths.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAVE_SWALLOW_MAN]&lt;br /&gt;
	[COPY_TAGS_FROM:BIRD_SWALLOW_CAVE]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]&lt;br /&gt;
	[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
	[GO_TO_TAG:BODY]&lt;br /&gt;
		[CV_REMOVE_TAG:BODY]&lt;br /&gt;
		[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
		[BODY:HUMANOID_FLIER:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]&lt;br /&gt;
	[GO_TO_END]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[CASTE_NAME:cave swallow man:cave swallow men:cave swallow man]&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[CASTE_NAME:cave swallow woman:cave swallow women:cave swallow woman]&lt;br /&gt;
	[GO_TO_START]&lt;br /&gt;
	[NAME:cave swallow man:cave swallow men:cave swallow man]&lt;br /&gt;
	[DESCRIPTION:An armless man with the wings and head of a bird.  It lives underground.]&lt;br /&gt;
	[POPULATION_NUMBER:30:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[CREATURE_TILE:'s']&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_swallowman&amp;diff=96146</id>
		<title>v0.31:Cave swallowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_swallowman&amp;diff=96146"/>
		<updated>2010-04-20T12:43:02Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Giant cave swallow|symbol=C|color={{COLOR:0:0:1}}&lt;br /&gt;
|biome= * {{L|Caverns}}&lt;br /&gt;
* Underground depth 1-2&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
:''An armless man with the wings and head of a bird. It lives underground.''&lt;br /&gt;
&lt;br /&gt;
'''Cave Swallowmen''' are one of the sentient animal peoples found in {{L|Caverns}}. They are known to wield simple weapons and shields made from wood, and can fly while wielding them.&lt;br /&gt;
&lt;br /&gt;
Despite being none too bright, there are tales of a {{L|Asax|heroic}} cave swallowman who battled {{L|forgotten beast|evil creatures}} from the depths.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAVE_SWALLOW_MAN]&lt;br /&gt;
	[COPY_TAGS_FROM:BIRD_SWALLOW_CAVE]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]&lt;br /&gt;
	[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
	[GO_TO_TAG:BODY]&lt;br /&gt;
		[CV_REMOVE_TAG:BODY]&lt;br /&gt;
		[APPLY_CURRENT_CREATURE_VARIATION]&lt;br /&gt;
		[BODY:HUMANOID_FLIER:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]&lt;br /&gt;
	[GO_TO_END]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[CASTE_NAME:cave swallow man:cave swallow men:cave swallow man]&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[CASTE_NAME:cave swallow woman:cave swallow women:cave swallow woman]&lt;br /&gt;
	[GO_TO_START]&lt;br /&gt;
	[NAME:cave swallow man:cave swallow men:cave swallow man]&lt;br /&gt;
	[DESCRIPTION:An armless man with the wings and head of a bird.  It lives underground.]&lt;br /&gt;
	[POPULATION_NUMBER:30:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[CREATURE_TILE:'s']&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Warthog&amp;diff=96134</id>
		<title>v0.31:Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Warthog&amp;diff=96134"/>
		<updated>2010-04-20T12:32:42Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Warthog|symbol=w|color={{COLOR:6:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Tropical}} {{L|savanna}}&lt;br /&gt;
* {{L|Tropical}} {{L|grassland}}&lt;br /&gt;
* {{L|Tropical}} {{L|shrubland}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized animal living in grass and woodland. It has a large snout with four sharp tusks. It will aggressively defend itself.''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WARTHOG]&lt;br /&gt;
	[DESCRIPTION:A medium-sized animal living in grass and woodland.  It has a large snout with four sharp tusks.  It will aggressively defend itself.]&lt;br /&gt;
	[NAME:warthog:warthogs:warthog]&lt;br /&gt;
	[CASTE_NAME:warthog:warthogs:warthog]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:warthog piglet:warthog piglets]&lt;br /&gt;
	[CREATURE_TILE:'w'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[PREFSTRING:short tempers]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[COMMON_DOMESTIC][PACK_ANIMAL]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:GENERIC_TEETH:2TUSKS:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:ivory]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:ivory]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]&lt;br /&gt;
			[TISSUE_NAME:ivory:NP]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10065]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=95721</id>
		<title>v0.31:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=95721"/>
		<updated>2010-04-19T19:11:01Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Elephant|symbol=E|color={{COLOR:7:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|tropical}} {{L|forest}}&lt;br /&gt;
* Tropical shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.''&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are trainable into War/hunting elephants. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
== In prior versions ==&lt;br /&gt;
&lt;br /&gt;
Elephants used to be the most feared and revered animal in the history of DF, their brutality unmatched. One good example of this was {{L|Boatmurdered}};&lt;br /&gt;
packs of elephants would suddenly attack and eat {{L|dwarves}}, their enormous tusks gleaming red with {{L|blood}}.&lt;br /&gt;
Such was their brutality that they were named the {{L|King of beasts|king of all beasts}}, and an {{L|undead}} elephant was a symbol in itself in dwarven culture and society to mean brutality, terror, death and destruction. &lt;br /&gt;
&lt;br /&gt;
In more recent versions (0.27.176.38c onward) elephants' aggressiveness has been toned down. However, due to their size, they are still formidable opponents.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:ELEPHANT]&lt;br /&gt;
	[DESCRIPTION:A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.]&lt;br /&gt;
	[NAME:elephant:elephants:elephant]&lt;br /&gt;
	[CASTE_NAME:elephant:elephants:elephant]&lt;br /&gt;
	[CHILD:10][GENERAL_CHILD_NAME:elephant calf:elephant calves]&lt;br /&gt;
	[CREATURE_TILE:'E'][COLOR:7:0:0]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[PET]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:2TUSKS:GENERIC_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:ivory]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:ivory]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]&lt;br /&gt;
			[TISSUE_NAME:ivory:NP]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500000]&lt;br /&gt;
	[BODY_SIZE:2:0:2500000]&lt;br /&gt;
	[BODY_SIZE:5:0:5000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:50:70]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:GORE:BODYPART:BY_CATEGORY:TUSK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10066]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1:IRIS_EYE_GOLD:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:5] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_bat&amp;diff=95720</id>
		<title>v0.31:Giant bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_bat&amp;diff=95720"/>
		<updated>2010-04-19T19:05:44Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Giant Bat|symbol=B|color={{COLOR:0:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Subterrenean {{L|chasm}}&lt;br /&gt;
* {{L|Caverns}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A giant flying mammal found underground.''&lt;br /&gt;
&lt;br /&gt;
Can be used as a mount by {{L|goblin}} siegers. They can also be tamed and used as {{L|Kennel|hunting animals}} if your fortress has a {{L|Dungeon Master}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:BAT_GIANT]&lt;br /&gt;
	[DESCRIPTION:A giant flying mammal found underground.]&lt;br /&gt;
	[NAME:giant bat:giant bats:giant bat]&lt;br /&gt;
	[CASTE_NAME:giant bat:giant bats:giant bat]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:giant bat pup:giant bat pups]&lt;br /&gt;
	[CREATURE_TILE:'B'][COLOR:0:0:1]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE_HUNTING]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID_FLIER:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=95719</id>
		<title>v0.31:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=95719"/>
		<updated>2010-04-19T19:03:31Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Domestication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Dragon|symbol=D|color=rgb(0, 128, 0)||&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.''&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing [[:Category:Megabeasts|Megabeasts]]. Cannot fly. Immune to magma (and is not harmed by being immersed in it), and presumably immune to fire. Breathes out a jet of &amp;quot;dragonfire&amp;quot;, which can still injure things that are immune to normal fire (dragonfire is, however, a blockable attack if its victim is using a shield). Some creatures are immune to dragonfire {{verify}}. Dragons are the largest creatures in the game, and grow into their adult size of 25,000,000 after 1000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
As the above line states, Dragonfire can be blocked if the victim is using a shield, and it often will be.  Dragons are also massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately.&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
&lt;br /&gt;
Dragons can be captured in cage traps and made as pets if you're lucky enough to catch one.  You need a {{L|dungeon master}} to tame a Dragon, but if you can do it, you'll have a massively valuable pet. Dragons can also be tamed as war or hunting animals at the {{L|kennel}}. You may have to watch out, though, as a Dragon can seriously damage a fortress with one blast of ill-timed dragonfire.  See {{L|fire}} for details.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armour (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. It is possible to equip Dragons, Hydras and Bronze Colossuses with any armor type in the arena.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:DRAGON]&lt;br /&gt;
	[DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[CASTE_NAME:dragon:dragons:draconic]&lt;br /&gt;
	[CREATURE_TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
		[ATTACK_TRIGGER:80:10000:100000]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
	[SPHERE:WEALTH]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:200000]&lt;br /&gt;
	[BODY_SIZE:1000:0:25000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GREEN:1]&lt;br /&gt;
				[TLCM_NOUN:scales:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:15]&lt;br /&gt;
		[COLDDAM_POINT:NONE]&lt;br /&gt;
		[HEATDAM_POINT:NONE]&lt;br /&gt;
		[IGNITE_POINT:NONE]&lt;br /&gt;
		[IF_EXISTS_SET_MELTING_POINT:55000]&lt;br /&gt;
		[IF_EXISTS_SET_BOILING_POINT:57000]&lt;br /&gt;
		[SPEC_HEAT:30000]&lt;br /&gt;
	Need to make sure blood and pus aren't solid at regular temperatures.&lt;br /&gt;
	[SELECT_MATERIAL:BLOOD]&lt;br /&gt;
	 [PLUS_MATERIAL:PUS]&lt;br /&gt;
		[MELTING_POINT:10000] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=95718</id>
		<title>v0.31:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=95718"/>
		<updated>2010-04-19T18:59:57Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Trainable Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train {{L|Hunting dog}}s&lt;br /&gt;
* Train {{L|War dog}}s&lt;br /&gt;
* Capture {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|cage}}d wild {{L|creature}}s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 {{L|workshop}} for an {{L|animal trainer}}. To build a kennel you need one building material ({{L|wood}}, {{L|stone}}, {{L|metal}} {{L|bar}}) and a dwarf who has the {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} {{L|skills}} enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''{{L|labor}}''' associated with the {{L|skill}} &amp;quot;{{L|small animal dissection}}&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a {{L|butcher's shop}}.  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training dogs and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame.&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'.&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
===Train a Hunting Dog===&lt;br /&gt;
Requires: An {{L|Cage|Uncaged}} '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING] and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Dog===&lt;br /&gt;
Requires: {{L|Cage|Uncaged}} '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], of which there are none) and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: {{L|Animal Trap}} and a {{L|Trapper}}.&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal {{L|stockpile}}. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An {{L|Animal trainer}} and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
===Tame a Large Animal===&lt;br /&gt;
Requires: {{L|Trap#Cage_Trap|Caged wild animal}} and an {{L|Animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild {{L|creatures|animals}} not already domesticated, such as those caught in cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trainable Animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Dog}}&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
* {{L|Elephant}}&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Giant cheetah}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant lion}}&lt;br /&gt;
* {{L|Giant tiger}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=92648</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=92648"/>
		<updated>2010-04-14T12:11:14Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Assorted Blood Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The preferred fluid of Armok, as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
Blood tends to spread '''everywhere''', you will just have to get used to it. Or go insane, your choice.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
&lt;br /&gt;
Not all creatures have the same dark red blood most do. [[Fire Imp]]s, for instance, have a gray goo instead of blood, and Trolls bleed a bright cyan.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
&lt;br /&gt;
Several creatures, such as the [[Bronze Colossus]] and Skeletal undead, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
&lt;br /&gt;
Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a Dwarven expedition upon embark, and bought from Dwarven civilizations in [[trade]]. The use for this is uncertain.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=92411</id>
		<title>v0.31:Cartilage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cartilage&amp;diff=92411"/>
		<updated>2010-04-13T20:34:46Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
Cartilage is a body part generated from butchering most animals. It currently has no known use.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Windmill&amp;diff=92120</id>
		<title>v0.31:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Windmill&amp;diff=92120"/>
		<updated>2010-04-13T12:40:50Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
# {{L|Architecture}}&lt;br /&gt;
# {{L|Carpentry}}&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a {{L|machine component}} that provides {{L|power}} via wind on the surface of a fortress map.  The power produced by each windmill depends on your fortress location.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=90474</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=90474"/>
		<updated>2010-04-12T14:41:11Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=7|bak=8&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Zoo}}&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used in {{L|cage trap}}s, {{L|jail}}s, and {{L|zoo}}s, as well as {{L|pit}}s/aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, a aquarium.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  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;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=89923</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=89923"/>
		<updated>2010-04-11T20:10:24Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = {{L|Hunter}}&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|rabbit}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|sasquatch}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak {{L|Dwarven_weapon#War_hammer|hammer}}{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap){{verify}}; a crossbow (made of copper, bronze, bismuth bronze, iron, or steel){{verify}}; and a quiver with 30-40 steel bolts{{verify}}.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill{{verify}}; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=89922</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=89922"/>
		<updated>2010-04-11T20:09:42Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = {{L|Hunter}}&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|rabbit}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|sasquatch}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to {{L|hunter|hunter}}s, which can sneak alongside their masters. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak {{L|Dwarven_weapon#War_hammer|hammer}}{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap){{verify}}; a crossbow (made of copper, bronze, bismuth bronze, iron, or steel){{verify}}; and a quiver with 30-40 steel bolts{{verify}}.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill{{verify}}; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=89885</id>
		<title>v0.31:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glacier&amp;diff=89885"/>
		<updated>2010-04-11T19:06:18Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
Glaciers are extremely cold regions, usually found in the northern or southern extremes of the world. The first few layers of any glacier are solid [[ice]], and the only water to be found is either underground or from an ocean. There are no trees, but many glaciers are near [[taiga]] biomes, which are plentiful in wood.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Road&amp;diff=89840</id>
		<title>v0.31 Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Road&amp;diff=89840"/>
		<updated>2010-04-11T17:46:23Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: Created page with 'Need confirmation on building hotkeys.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need confirmation on building hotkeys.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=89837</id>
		<title>v0.31:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=89837"/>
		<updated>2010-04-11T17:44:14Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Roads''' are a construction which paves over large sections of flat terrain. They are most commnonly used to give [[caravans]] a reliable path to your fortress from the map's edge. A dwarf with the Architect labor ([[Building Designer]]) must haul materials (if any) to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' can be constructed for free on any soil, removing shrubs and trees and preventing new ones from growing. However, they wear away over time, and have to be reconstructed roughly once a year. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' can be constructed with any building material, including [[stone]], [[blocks]], [[wood]] and metal [[bars]]. These roads are permanent, and use less material than paving the same space with constructed [[floor]]s. To avoid the hassle of long-distance hauling, it is advisable to place a [[stockpile]] near the desired site for your Architect to get materials from.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=89093</id>
		<title>v0.31:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Restraint&amp;diff=89093"/>
		<updated>2010-04-10T19:16:56Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{furniture|name=Restraint&lt;br /&gt;
|tile=§|col=8&lt;br /&gt;
|metal=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}}&lt;br /&gt;
* {{L|Zoo}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Restraints are called {{L|chain}}s when made of metal, and {{L|rope}}s when made of cloth or leather. They are required in the construction of {{L|well}}s, and can be used to tie up prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=89015</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=89015"/>
		<updated>2010-04-10T15:35:07Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* ''Mining'': It removes the section of the wall while preserving both the ceiling and the floor&lt;br /&gt;
* ''Channeling'': It removes the section of the wall, the floor and places a ramp one level below &lt;br /&gt;
* ''Ramps'': It replaces the section with a upward ramp, also removing the tile and floor one level above&lt;br /&gt;
* ''Stairs'': It builds upward (or downward) stairs&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|x}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=88985</id>
		<title>v0.31:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=88985"/>
		<updated>2010-04-10T13:27:45Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| specialty  = Gem Cutter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = Gem Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = [[Jeweler's Workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A gem cutter is the profession of a dwarf whose highest skill is in gem cutting.  If they also have a high skill in gem setting, they will be known as a Jeweler.&lt;br /&gt;
&lt;br /&gt;
Cutting a gem can result in a small gem, a large gem, or a gem craft. Small gems are used by a gem cutter, and are the most likely result. Large gems and gem crafts are valuable trade goods.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=88983</id>
		<title>v0.31:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=88983"/>
		<updated>2010-04-10T13:24:17Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(255,255,0)&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| speciality = Woodcutter&lt;br /&gt;
| profession = {{L|Woodworker}}&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
}}&lt;br /&gt;
A '''wood cutter''' cuts down {{L|tree}}s to create {{L|wood}} logs. Woodcutters needs a {{L|battle axe}} to perform this labor.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Whale&amp;diff=87997</id>
		<title>v0.31:Whale</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Whale&amp;diff=87997"/>
		<updated>2010-04-09T12:24:57Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Whale|symbol=W|color={{COLOR:7:0:0}}|bones=151|meat=751|fat=149|&lt;br /&gt;
eyes=2|lung=118|heart=29|intestines=179|liver=59|tripe=59|sweetbread=29|spleen=29|kidney=58|brain=59|&lt;br /&gt;
nerves=Yes|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any {{L|ocean}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''An enormous aquatic mammal that lives in the deep sea, surfacing only to take in air.''&lt;br /&gt;
&lt;br /&gt;
Whales can sometimes wash up on the beach, allowing you to harvest their massive corpses.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WHALE]&lt;br /&gt;
	[DESCRIPTION:An enormous aquatic mammal that lives in the deep sea, surfacing only to take in air.]&lt;br /&gt;
	[NAME:whale:whales:whale]&lt;br /&gt;
	[CASTE_NAME:whale:whales:whale]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:whale calf:whale calves]&lt;br /&gt;
	[CREATURE_TILE:'W'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND][BEACH_FREQUENCY:10]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[BIOME:ANY_OCEAN]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[PREFSTRING:majesty]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FLIPPERS:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500000]&lt;br /&gt;
	[BODY_SIZE:4:0:10000000]&lt;br /&gt;
	[BODY_SIZE:10:0:20000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:SLAP:BODYPART:BY_CATEGORY:TAIL]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:slap:slaps]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quern&amp;diff=87867</id>
		<title>v0.31:Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quern&amp;diff=87867"/>
		<updated>2010-04-09T04:59:31Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A [[quern]] is a single-square [[workshop]] used to grind certain [[crops]] into [[flour]] or [[dye]]. Unlike a [[millstone]], the quern can only be powered by the dwarf using it to produce the flour. A quern must be crafted at the Mason's Workshop from stone before it can be built as a workshop.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Biome&amp;diff=85187</id>
		<title>v0.31:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Biome&amp;diff=85187"/>
		<updated>2010-04-06T15:12:11Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The string dump lists the following biomes;&lt;br /&gt;
&lt;br /&gt;
MOUNTAIN&lt;br /&gt;
GLACIER&lt;br /&gt;
TUNDRA&lt;br /&gt;
SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
SWAMP_MANGROVE&lt;br /&gt;
MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
MARSH_TROPICAL_SALTWATER&lt;br /&gt;
FOREST_TAIGA&lt;br /&gt;
FOREST_TEMPERATE_CONIFER&lt;br /&gt;
FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_CONIFER&lt;br /&gt;
FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
GRASSLAND_TEMPERATE&lt;br /&gt;
SAVANNA_TEMPERATE&lt;br /&gt;
SHRUBLAND_TEMPERATE&lt;br /&gt;
GRASSLAND_TROPICAL&lt;br /&gt;
SAVANNA_TROPICAL&lt;br /&gt;
SHRUBLAND_TROPICAL&lt;br /&gt;
DESERT_BADLAND&lt;br /&gt;
DESERT_ROCK&lt;br /&gt;
DESERT_SAND&lt;br /&gt;
OCEAN_TROPICAL&lt;br /&gt;
OCEAN_TEMPERATE&lt;br /&gt;
OCEAN_ARCTIC&lt;br /&gt;
POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
POOL_TEMPERATE_SALTWATER&lt;br /&gt;
POOL_TROPICAL_FRESHWATER&lt;br /&gt;
POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
POOL_TROPICAL_SALTWATER&lt;br /&gt;
LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
LAKE_TROPICAL_SALTWATER&lt;br /&gt;
RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
RIVER_TROPICAL_SALTWATER&lt;br /&gt;
SUBTERRANEAN_WATER&lt;br /&gt;
SUBTERRANEAN_CHASM&lt;br /&gt;
SUBTERRANEAN_LAVA&lt;br /&gt;
ALL_MAIN&lt;br /&gt;
ANY_LAND&lt;br /&gt;
ANY_OCEAN&lt;br /&gt;
ANY_LAKE&lt;br /&gt;
ANY_RIVER&lt;br /&gt;
ANY_POOL&lt;br /&gt;
NOT_FREEZING&lt;br /&gt;
ANY_TEMPERATE&lt;br /&gt;
ANY_TROPICAL&lt;br /&gt;
ANY_FOREST&lt;br /&gt;
ANY_SHRUBLAND&lt;br /&gt;
ANY_GRASSLAND&lt;br /&gt;
ANY_SAVANNA&lt;br /&gt;
ANY_TEMPERATE_FOREST&lt;br /&gt;
ANY_TROPICAL_FOREST&lt;br /&gt;
ANY_TEMPERATE_BROADLEAF&lt;br /&gt;
ANY_TROPICAL_BROADLEAF&lt;br /&gt;
ANY_WETLAND&lt;br /&gt;
ANY_DESERT&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Edge&amp;diff=85064</id>
		<title>v0.31:Edge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Edge&amp;diff=85064"/>
		<updated>2010-04-06T12:24:45Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
&lt;br /&gt;
Materials have a sharpness property, defined as [MAX_EDGE:&amp;lt;number&amp;gt;]. In combat, this presumably defines how well the material works when used for slashing attacks.&lt;br /&gt;
&lt;br /&gt;
Most materials draw this from their Material Template, but placing a [MAX_EDGE] tag in the material's entry will override this and allow it to be sharper than other objects of its kind. For example, Obsidian has [MAX_EDGE:20000], while the Stone Material Template has [MAX_EDGE:1000]. Incidentally, it seems that this is what allows Obsidian to be made into stone swords; a value of at least 10000 has been proven to also work.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=85050</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=85050"/>
		<updated>2010-04-06T12:16:22Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
&lt;br /&gt;
Severe placeholder.&lt;br /&gt;
&lt;br /&gt;
Reactions are moddable crafting formulas. They can be tweaked and added onto to allow smelting of new metals, alloys, and many other products.&lt;br /&gt;
&lt;br /&gt;
New REAGENT format is:&lt;br /&gt;
&lt;br /&gt;
[REAGENT:'''&amp;lt;Identifier&amp;gt;''':&amp;lt;Quantity&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Identifier&amp;quot; tag accepts values from A to D, and likely higher in the alphabet.&lt;br /&gt;
The &amp;quot;Quantity&amp;quot; tag accepts single-digit values for everything but Bars, Thread, and presumably Cloth.&lt;br /&gt;
&lt;br /&gt;
Bars are entered in increments of 150, where 150 is a bar.&lt;br /&gt;
Thread is accepted in increments of 15000, where 15000 is a full Thread item. (See: Adamantine)&lt;br /&gt;
Cloth is unknown.&lt;br /&gt;
&lt;br /&gt;
The new PRODUCT format is:&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:&amp;lt;Percent chance&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
For Bars, [PRODUCT_DIMENSION:150] is added on the end; it is possible that this would also apply to cloth/thread. This multiplies each of the items produced, so that each bar will have the specified dimension.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=55870</id>
		<title>40d:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=55870"/>
		<updated>2009-10-23T15:56:13Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Starting on a Glacier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''glacier''' [[biome]] is a biome with a freezing [[climate]] that is mostly composed of [[ice]]. They are normally only found on the larger world maps.&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no [[trees]], [[plants]], [[water]], [[animals]], [[stone]], or [[ores]] are typically included. In addition the [[Ice]] can be several z-layers thick, which can make getting to any stone underneath even more challenging. Also, the extra layers of ice make it difficult to find Magma Pipes if you embarked with one. Digging through the last layer of ice you can generally find the Magma Pipe's cap (actually, It will be a layer below this). But this will not reveal the Path through the Z-levels the Magma takes.&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful [[fortress]] in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of a glaciers isolation (generally) It is entirely possible that you won't see a Mountainhome Caravan for anywhere up to 3 years.&lt;br /&gt;
Migrants may be even more rare.&lt;br /&gt;
&lt;br /&gt;
But on the plus side, No hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Cats and Dogs and other cheap butcherables will save your *ahem* Bacon.&lt;br /&gt;
&lt;br /&gt;
Dump your wood cutter and Axe in favour of another Miner and Pick. Alternatively, find a Glacier near a forested Taiga and enjoy the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is everywhere. So read up on it before you make any major plans.&lt;br /&gt;
&lt;br /&gt;
== Some Hints and Ideas ==&lt;br /&gt;
&lt;br /&gt;
Sources of water don't seem to ever gen for glacier biomes. So getting water for wounded dwarves may prove exceedingly difficult.&lt;br /&gt;
A simple solution is that water seems to freeze on glacier biomes at a set z-level. So Collapsing several layers of ice into a pre-dug hole will generally result in a source of water, so long as the water is not exposed to the surface. Aquifers are sometimes present, and magma can be used to melt ice. Seaside glaciers can allow you to bring some water in underground, but desalinating the water will be exceedingly difficult.&lt;br /&gt;
&lt;br /&gt;
Some glacier biomes have such low temperatures that your dwarves may die during winter. &lt;br /&gt;
Once you've got an inside area. Don't go out into the cold...&lt;br /&gt;
&lt;br /&gt;
Don't sleep... Skeletal Polar Bears will eat you...&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=55869</id>
		<title>40d:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=55869"/>
		<updated>2009-10-23T15:55:40Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Some Hints and Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''glacier''' [[biome]] is a biome with a freezing [[climate]] that is mostly composed of [[ice]]. They are normally only found on the larger world maps.&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no [[trees]], [[plants]], [[water]], [[animals]], [[stone]], or [[ores]] are typically included. In addition the [[Ice]] can be several z-layers thick, which can make getting to any stone underneath even more challenging. Also, the extra layers of ice make it difficult to find Magma Pipes if you embarked with one. Digging through the last layer of ice you can generally find the Magma Pipe's cap (actually, It will be a layer below this). But this will not reveal the Path through the Z-levels the Magma takes.&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful [[fortress]] in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of a glaciers isolation (generally) It is entirely possible that you won't see a Mountainhome Caravan for anywhere up to 3 years.&lt;br /&gt;
Migrants may be even more rare.&lt;br /&gt;
&lt;br /&gt;
But on the plus side, No hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Cats and Dogs and other cheap butcherables will save your *ahem* Bacon.&lt;br /&gt;
&lt;br /&gt;
Dump your wood cutter and Axe in favour of another Miner and Pick.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is everywhere. So read up on it before you make any major plans.&lt;br /&gt;
&lt;br /&gt;
== Some Hints and Ideas ==&lt;br /&gt;
&lt;br /&gt;
Sources of water don't seem to ever gen for glacier biomes. So getting water for wounded dwarves may prove exceedingly difficult.&lt;br /&gt;
A simple solution is that water seems to freeze on glacier biomes at a set z-level. So Collapsing several layers of ice into a pre-dug hole will generally result in a source of water, so long as the water is not exposed to the surface. Aquifers are sometimes present, and magma can be used to melt ice. Seaside glaciers can allow you to bring some water in underground, but desalinating the water will be exceedingly difficult.&lt;br /&gt;
&lt;br /&gt;
Some glacier biomes have such low temperatures that your dwarves may die during winter. &lt;br /&gt;
Once you've got an inside area. Don't go out into the cold...&lt;br /&gt;
&lt;br /&gt;
Don't sleep... Skeletal Polar Bears will eat you...&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Desert&amp;diff=55867</id>
		<title>40d:Desert</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Desert&amp;diff=55867"/>
		<updated>2009-10-23T15:49:08Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Wildlife */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Desert''' is typically a piece of land full of mostly [[sand]]. Deserts are a more challenging place to build a fort, as they lack a supply of [[wood]]. However, if a [[magma]] stream can be found, you can make a working fortress out of nothing but [[glass]]. An [[aquifer]] present makes for an easy [[water]] source, but breaking through it to find [[stone]] is difficult.&lt;br /&gt;
&lt;br /&gt;
== Foliage specifics ==&lt;br /&gt;
[[Saguaro]]s have been reported and are one of the only [[tree]]s ever to be found in a desert.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
Herds of one-humped and two-humped camels often wander through deserts. [[Giant desert scorpion]]s have been reported to be in the more savage areas.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bat&amp;diff=54883</id>
		<title>40d:Bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bat&amp;diff=54883"/>
		<updated>2009-10-13T04:55:10Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bats''' are [[vermin]]s living in [[chasm]]s in non-freezing [[biome]]s. They do not eat your [[food]] but they can cause unhappy [[thought]]s to some [[dwarves]].  They can appear in swarms, so if you have [[Cat|cats]], be prepared for a gigantic pile of bat [[Refuse|remains]]. Disturbed swarms can sometimes show up in your fortress' history.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BAT]&lt;br /&gt;
	[NAME:bat:bats:bat]&lt;br /&gt;
	[TILE:249][COLOR:0:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[SMALL_REMAINS][NO_WINTER]&lt;br /&gt;
	[SPEED:400]&lt;br /&gt;
	[PETVALUE:30][NATURAL][PET]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:haunting cries]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[TRIGGERABLE_GROUP:50:100]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ant&amp;diff=54882</id>
		<title>40d:Ant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ant&amp;diff=54882"/>
		<updated>2009-10-13T04:42:45Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ants''' form colonies in [[soil]] that will look like [[bracelet]]s with the [[color]] of the soil, or in some bizzare cases, stone. Your [[dwarves]] will not [[thought|mind]] them and they will not eat your [[food]]. You cannot [[animal trap|trap]] them either.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ANT]&lt;br /&gt;
	[NAME:ant:ants:ant]&lt;br /&gt;
	[TILE:250][COLOR:7:0:0]&lt;br /&gt;
	[VERMIN_SOIL_COLONY][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][VERMIN_NOTRAP][NOBONES]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[BLOODTYPE:W]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:propensity to dig]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sandstone&amp;diff=17212</id>
		<title>40d:Sandstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sandstone&amp;diff=17212"/>
		<updated>2009-10-01T17:27:01Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|tile=#|color=#880|basic_color=#880|color2=#CCC|name=Sandstone|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Native copper]]{{list|sedimentary ore}}{{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
'''Sandstone''' is a sedimentary [[layer]] of stone. It can sometimes contain an [[aquifer]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sandstone&amp;quot; is also the name of the eighth month of the dwarven [[calendar]], covering mid-Fall.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sandstone.jpg|left|thumb|Sandstone]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=42768</id>
		<title>Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=42768"/>
		<updated>2009-10-01T17:22:04Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D_for_Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Urist'''&amp;quot; is the most popular [[dwarf]] name in the community. It is the dwarvish word for &amp;quot;dagger&amp;quot; and is often used as a generic dwarven name.&lt;br /&gt;
&lt;br /&gt;
The origin of the name's popularity seems to be the tale &amp;quot;[http://www.bay12games.com/forum/index.php?topic=15572.0 One Dwarf Against the World],&amp;quot; a well-received narrative style account of a hermit fortress played in the 2D version.  That dwarf's full name was Urist Borushdumat (Raked-Roughness). Despite that dwarf having been a female, the name is used for either gender of generic dwarf.&lt;br /&gt;
&lt;br /&gt;
At least according to the [[catsplosion]] page (definitely not officially), '''urist''' is also the tongue-in-cheek term for the [[temperature]] units used by ToadyOne in DF.&lt;br /&gt;
&lt;br /&gt;
Urist is also used as reference Name if someone talks about a dwarf and doesn't have an actual name. This name is often, if not always, linked with an 'McX' name (because dwarfs are known to have an scottish accent) including some trait or his job.&lt;br /&gt;
&lt;br /&gt;
For Example:&lt;br /&gt;
:Urist McMiner&lt;br /&gt;
:Urist McNoble, Baron&lt;br /&gt;
:Urist McStupid, Hunter has been struck down.&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7925</id>
		<title>40d:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7925"/>
		<updated>2009-10-01T17:14:43Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Processes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Food''' is anything [[dwarves]] eat to ward off starvation, but if they are not able to attain sustenance then they will eventually die.  The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]].  &lt;br /&gt;
&lt;br /&gt;
A healthy adult dwarf consumes 8 to 9 units of food per year.&lt;br /&gt;
&lt;br /&gt;
Eating good food will make your dwarves happy, so a good [[cook]] is an excellent investment. Also, each dwarf has a [[preference]] for certain foods.&lt;br /&gt;
&lt;br /&gt;
For details on the different ways to obtain food, see the [[Food guide]].&lt;br /&gt;
==Food is essential==&lt;br /&gt;
&lt;br /&gt;
Food is the only resource that a dwarf will die from not having access to. This makes food crucial to the survival of your fortress. Before you know it your 200 population will dive-bomb right down to 10 or even lower. Your population will go on a downward spiral because of all the Miasma and dead bodies, and of course you'll have fewer farmers/hunters to generate new food. If you're very lucky you can start again in another area, or you can get some helpful migrants.&lt;br /&gt;
&lt;br /&gt;
Remember to keep a large stockpile of food. If you do not have food;&lt;br /&gt;
*Dwarves will become unhappy and generate bad thoughts&lt;br /&gt;
*Dwarves will start hunting for vermin instead of doing important jobs&lt;br /&gt;
*Dwarves will get upset and start breaking things&lt;br /&gt;
*Dwarves will get mad and start trying to kill each other&lt;br /&gt;
*Dwarves will die from starvation&lt;br /&gt;
*The new dead bodies will only make everyone even more depressed&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
The possible sources of food are [[farming]], [[plant gathering]], [[fishing]], [[caravan|trading]], [[butcher's shop|butchering animals]], [[hunting]], and a few exotic [[Dwarven milk|processes]].  Farming is by far the most reliable, plant gathering is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into additional means of procuring food.&lt;br /&gt;
&lt;br /&gt;
==Processes==&lt;br /&gt;
&lt;br /&gt;
Some food is inedible raw, and needs processing first.  For example:&lt;br /&gt;
* [[Fat]] must be rendered ([[kitchen]]) into [[tallow]] and then cooked ([[kitchen]])&lt;br /&gt;
* Raw [[fish]] must be [[fish cleaner|cleaned]] ([[fishery]])&lt;br /&gt;
* [[Sweet pod]]s must be either milled into [[dwarven sugar]] ([[mill]]/[[quern]]), processed to barrels of [[dwarven syrup]] ([[farmer's workshop]]), or brewed into barrels of [[dwarven rum]] ([[brewery]]) before they can finally be cooked ([[kitchen]])&lt;br /&gt;
* [[Cave wheat]], [[Whip vine]] and [[Longland grass]] must be milled into their respective wheats and cooked.&lt;br /&gt;
* Milk has to be cooked or turned into cheese.&lt;br /&gt;
&lt;br /&gt;
Unprocessed food and non-food [[crop]]s will be stored in a food stockpile and take up barrel space, the [[bookkeeper]] can tell you how much of each type of &amp;quot;food&amp;quot; you have in the [[stocks]] screen.&lt;br /&gt;
&lt;br /&gt;
==Eating==&lt;br /&gt;
&lt;br /&gt;
A dwarf with the &amp;quot;Eat&amp;quot; task will pick up a unit of food, often according to his or her dietary preferences, but also influenced by proximity and age of the item (new first), then bring it to an available [[table]] or [[chair]] for consumption.  A private [[room]] will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's [[Thoughts|mood]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will eat two meals per season on average, and drink four drinks. A fortress of 100 dwarves will thus consume 800 meals (food-units) and 1600 drinks (booze-units) in a single year. Plan your stockpiles accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
Food comes in two main varieties: [[Meat industry|meat]] and [[plants]], with cooked food possibly mixing the two.&lt;br /&gt;
&lt;br /&gt;
'''Plants''' can be grown [[underground]] or on the surface, and a single dedicated [[grower]]/harvester can produce enough food for all but the largest of fortresses.  The advantages of plants are the infinite and readily available supply, and the versatility; plants can be [[alcohol|brewed]], made into [[cloth]]ing and [[dye]], and also used as further ingredients for [[cooking]].  Further processing plants leads to greater amount delivered as an end product. The small disadvantage is its potential for continuous growth - when you do produce more plants than your dwarves eat, food [[stockpile]]s will eventually fill up with plants, potentially leaving no room for other foods such as meat, fish, or prepared meals. Check occasionally and possibly let your [[plot]]s lie [[fallow]] for some time.&lt;br /&gt;
&lt;br /&gt;
'''Meat''' can be obtained from [[hunting]] and [[fishing]], as well as raising livestock. If vermin are left unchecked, uncooked meat and fish will succumb to [[wear]] and eventually rot, even on stockpiles, and even in [[barrel]]s. The advantages are the additional skills raised during hunting, and there is less mass labor required for [[butchering]] meat or [[fish cleaner|cleaning]] fish than planting a seed, harvesting, eating or processing the crop, and storing the seed in a stockpile. Cleaned fish leave behind [[bone]]s, and [[turtle]]s also leave behind [[shell]]s. [[Animal]]s, when butchered, leave behind large stacks of [[bone]]s, tallow, and usually [[raw hide]]s and [[skull]]s.  An export industry devoted to bone [[craft]]s can be worthwile, and [[marksdwarf|marksdwarves]] always benefit from a cheap supply of [[bolt]]s made from bone.  The disadvantages are a limited supply of food; in the current version, animals are eventually depleted from a map, and even though aquatic life restocks, there are limited numbers present at a particular time, so larger fortresses usually cannot be supported with hunting/fishing alone.  There is also no way to make alcohol from animals, so without trading, some plants are necessary. Finally, even though livestock breeding can be unlimited, the additional units on the map required for this to work put additional strain on the CPU, slowing the game down.&lt;br /&gt;
&lt;br /&gt;
On occasion, if you have a trapper that has captured a [[vermin]] creature in an [[animal trap]], a [[dwarf]] may eat that creature instead of other food, even if the dwarf detests said vermin.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
&lt;br /&gt;
Food is stored in food [[stockpile]]s and may be placed in barrels.  [[Seed]]s (and powders, such as flour or dye) are put in [[bag]]s, which are themselves stored within barrels.  [[Meat]] and [[prepared meal]]s will [[rot]] (making it inedible) if not placed on a stockpile within a month or so.  Plants not on a stockpile will wither, which also makes them inedible but does not produce [[miasma]].  Food on a stockpile will never rot, nor will food in a barrel even if it is not on a stockpile.  Seeds will never rot no matter where they are.&lt;br /&gt;
&lt;br /&gt;
According to [[Toady]], [[vermin]] can eat your food, even when it is on a stockpile (although the amount they eat appears to be quite minimal).  Food in barrels is even less likely to be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
&lt;br /&gt;
Raw food can be [[cook]]ed into meals at a [[kitchen]]. Cooked meals have a quality modifier, and a high quality meal is far more valuable as a trade item or in generating happy [[thought]]s in the dwarf eating the meal. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal. Cooking destroys all seeds, shells and bones.&lt;br /&gt;
&lt;br /&gt;
See Also: [[Kitchen#Prepared meals|Kitchen]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grass&amp;diff=22645</id>
		<title>40d:Grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grass&amp;diff=22645"/>
		<updated>2009-10-01T17:11:34Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Grass''' is a naturally occuring [[map tile]] found commonly across the surface of the world in [[temperate]] [[biome]]s. It is usually green, and found on top of [[soil]] types such as [[soil|clay loam]]; even if you excavate the tile (using a [[channel]]). Grass apparently grows quickly and indicates that a [[tree]] might grow there, as opposed to tiles like [[loam]] which don't support trees. Grass can catch [[fire]].&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2048</id>
		<title>40d:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2048"/>
		<updated>2009-10-01T17:05:10Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fire''' is not an individual item, but a condition that affects creatures and items.  An item or creature is either on fire, or not.   Adjacent items can catch fire if they are flammable - wood and cloth are examples of flammable items, stone and gems are not.  Some items are especially flammable, such as [[coal]] or [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
Fire is exceptionally dangerous, more so than most [[creature]]s, in part because dwarves will not avoid fire nor will they react to it in any way, and so will happily walk into flames, catch fire and then spread it without a word of complaint.  No [[announcement]] will be generated until a dwarf dies (&amp;quot;[[Urist]] McHotstuff has died in the heat&amp;quot;), which might be the first notice you get of the problem.&lt;br /&gt;
[[Image:Running around on fire.gif|thumb|right|250px|''(click to enlarge)''&amp;lt;br /&amp;gt;'''‼'''Dwarves'''‼''' on fire (flashing red/yellow), and trailing [[smoke]].]]&lt;br /&gt;
A border of exclamation marks on an '''‼'''item'''‼''' or '''‼'''creature'''‼''' indicates that it is on fire.  Items on fire also release [[smoke]] and can ignite adjacent items. Most burning items will eventually vanish, being completely consumed by the fire, but some take extremely long to do so. &amp;lt;!-- NEED EXAMPLES!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the {{k|u}}nits list, the name of burning dwarves or creatures will flash, alternating quickly between yellow and red, similar to the graphic, right. (And may do so forever after the dwarf dies.)&lt;br /&gt;
&lt;br /&gt;
The biggest danger is that fire can easily spread, setting other dwarves (who don't care) and items alight.  Once something is on fire, either an object or a creature, there is very little you can do about it except quickly isolate them like some plague carrier, and wait for the inevitable. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== A typical example ===&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[File:Dwarf_title_boo_radley_anonib.gif|thumb|right|A Dwarf on fire]]&lt;br /&gt;
:# While you're not watching (of course), a [[furnace operator]] gets hit by fireball from a [[fire imp]] while working at the [[magma smelter]].&lt;br /&gt;
:# The furnace operator then runs around on his business, smelting [[coke]], and sets fire to both the [[charcoal]] stockpile, and a [[bituminous coal]] vein. &lt;br /&gt;
:# As he does this he takes burning damage.&lt;br /&gt;
:# Now [[wound]]ed, he heads for the [[barracks]] for a rest.&lt;br /&gt;
:# The dwarf dies on the way, and his (still burning) clothes fall to the side.&amp;lt;br /&amp;gt;''(Somehow, let's say you miss the announcement of his death - the game doesn't pause or re-center, so it wouldn't be the first time.)''&lt;br /&gt;
:# A peasant comes and picks up his '''‼'''[[giant cave spider]] [[silk]] [[shoe]]'''‼''' and puts it on.  His clothing catches on fire.&lt;br /&gt;
:# He goes to the surface and starts a [[forest fire]], which distracts you for some time. You think the forest fire caught him on fire, not the other way around.&lt;br /&gt;
:# Meanwhile, your legendary [[armorer]] grabs some '''‼'''charcoal'''‼''' for a new steel project.  Soon, he's a '''‼'''legendary armorer'''‼''' (but not for long...)&lt;br /&gt;
:# A [[hauler]] grabs some armor in the forge where the charcoal is burning, catches fire, and sets fire to the leather armor items in the armor stockpile, and/or the rows of wooden bins there.&lt;br /&gt;
:# A miner finds the burning coal vein, and becomes a '''‼'''miner'''‼'''.&lt;br /&gt;
:# One of these dwarves soon feels hurt also, and heads for the barracks to rest, getting on a [[wood]]en [[bed]] and lighting that up.&lt;br /&gt;
:# Another goes and has a drink, setting fire to the booze stockpiles and causing all of the drinks to boil away.&lt;br /&gt;
:# Nearby beds and food stockpiles light up; dwarves sleep on those [[bed]]s and the others near it and get lit up themselves, as well as the dwarves going for a drink or meal, and for the '''‼'''[[cave spider]] [[silk]] [[robe]]'''‼'''.&lt;br /&gt;
:# The announcements about all the dwarves that have &amp;quot;died in the heat&amp;quot; start pouring in - you don't miss these.&lt;br /&gt;
:# You find the burning coal vein and miner, and blame it on him, wondering when and why he went outside into the forest fire.&lt;br /&gt;
:# Now a fair portion of the fortress is on fire, but you can't do anything about it, and can't see what's happening very well for all the smoke.&lt;br /&gt;
:# To save what dwarves you can, you &amp;lt;A&amp;gt;ctivate them, and so some and go to the burning armor bins to get '''‼'''armored'''‼''' up.  &lt;br /&gt;
:# Those few who do manage to get out unlit have all lost several friends and loved ones, and a [[tantrum|tantrum spiral]] is now unavoidable.  Those few soon go [[insane]] and throw themselves into the river in a final ironic act.&lt;br /&gt;
&lt;br /&gt;
Wasn't that [[fun]]?&lt;br /&gt;
&lt;br /&gt;
==Forest fires==&lt;br /&gt;
&lt;br /&gt;
===Origins===&lt;br /&gt;
Creatures such as [[Fire imp]]s can cause a forest fire by igniting a creature with a fire attack.  If grass also ignites, the fire will slowly spread to all connected grass, generating smoke as it burns.  Fire turns [[grass]] into ashes, but not usable [[ash|ashes]].  Anything that is flammable and stands on burning grass (if you loo{{k|k}} at it you will see &amp;quot;A fire&amp;quot;) has a chance to catch fire each turn.&lt;br /&gt;
&lt;br /&gt;
===Preventing forest fires===&lt;br /&gt;
It is recommended to guard the surroundings of an exterior [[magma]] pool with [[Marksdwarf|Marksdwarves]] so that creatures don't have a chance to light anything up (except the Marksdwarves themselves, but this is unlikely if they are well trained).  Having walls or better yet fortifications all around the pools is likely to prevent all possible forest fires. Strangely [[grizzly bear]]s seem to be ineffective against such a threat.&lt;br /&gt;
&lt;br /&gt;
Alternatively, pour water on top of the pool to turn it to [[obsidian]], sealing it. (But what a waste of magma!)&lt;br /&gt;
&lt;br /&gt;
===Protecting from forest fires===&lt;br /&gt;
Since dwarves will not pay attention to fires , and dwarves will rush to move their dead friends to the graveyard, you may end up very quickly with heavy casualties if you do not {{k|o}}rder all dwarves to stay {{k|i}}nside.  If you have precious items and buildings outside, it is also possible to dig a [[channel]] to stop the fire from spreading any more (they are cheaper then walls, offer the same protection and, most importantly, are much faster to create).&lt;br /&gt;
&lt;br /&gt;
Know however that merchants will not pay anymore attention to the fire than your own dwarves, so you may also want to protect them in the same fashion, even if it should change their path, otherwise they could all happily walk into flames when leaving the region (or worse, stand for days on &amp;quot;A fire&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Irregularities===&lt;br /&gt;
Forest fires present certain irregularities that you should take in consideration {{version|0.28.181.40d}}:&lt;br /&gt;
*[[Trees]], [[plants]] and other [[map tile]]s will '''not''' be destroyed in the fire.  That makes them very easy to spot after a forest fire, and also a possible (if unlikely) natural defense.  [[Items]], however, may burn.&lt;br /&gt;
*Grassy slopes will not catch on fire, thus preventing the fire from spreading across z-levels.&lt;br /&gt;
*Forest fires, no matter how big, will never cross a [[channel]] or a non-wooden [[road]].  However, they ''will'' go through closed doors. {{verify}}&lt;br /&gt;
*In you start a fire in adventure mode, it will not spread if temperature is turned off.&lt;br /&gt;
&lt;br /&gt;
===Uses===&lt;br /&gt;
Like [[magma]], fire can help you get rid of unwanted items; clothing, wooden furniture, and any corpse item will almost certainly burn. Dumping items onto a burning item will set them on fire, and if more fuel is added consistently, it may well be possible to maintain a bonfire for quite some time. However, since the only reliable way to start a contained fire is with magma, it's usually easier to just chuck everything in there instead.&lt;br /&gt;
&lt;br /&gt;
Deliberate forest fires have been known to be useful against sieges, but it takes a long time for the grass to regrow. And - again - you could always just do it with magma.&lt;br /&gt;
&lt;br /&gt;
== [[Adventure Mode]] ==&lt;br /&gt;
In adventurer mode, it's possible to ignite trees and shrubs with {{k|g}}. The possibilities for killing wolves with the burning corpses of other wolves should not be overlooked. (It should be noted that the {{k|T}}ravel function puts out any inconvenient fires on yourself and your collection of &amp;quot;'''‼'''wolf head'''‼'''&amp;quot;s, which will probably end up as &amp;quot;Xwolf headX&amp;quot; after your trip). Since steel items do not burn, it is possible to kill friendly guards by setting the right location on fire, and when the hapless speardwarf perishes, heading back and taking his spear to use as a throwing weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2047</id>
		<title>40d:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2047"/>
		<updated>2009-10-01T17:04:32Z</updated>

		<summary type="html">&lt;p&gt;Warlord255: /* Forest fires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fire''' is not an individual item, but a condition that affects creatures and items.  An item or creature is either on fire, or not.   Adjacent items can catch fire if they are flammable - wood and cloth are examples of flammable items, stone and gems are not.  Some items are especially flammable, such as [[coal]] or [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
Fire is exceptionally dangerous, more so than most [[creature]]s, in part because dwarves will not avoid fire nor will they react to it in any way, and so will happily walk into flames, catch fire and then spread it without a word of complaint.  No [[announcement]] will be generated until a dwarf dies (&amp;quot;[[Urist]] McHotstuff has died in the heat&amp;quot;), which might be the first notice you get of the problem.&lt;br /&gt;
[[Image:Running around on fire.gif|thumb|right|250px|''(click to enlarge)''&amp;lt;br /&amp;gt;'''‼'''Dwarves'''‼''' on fire (flashing red/yellow), and trailing [[smoke]].]]&lt;br /&gt;
A border of exclamation marks on an '''‼'''item'''‼''' or '''‼'''creature'''‼''' indicates that it is on fire.  Items on fire also release [[smoke]] and can ignite adjacent items. Most burning items will eventually vanish, being completely consumed by the fire, but some take extremely long to do so. &amp;lt;!-- NEED EXAMPLES!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the {{k|u}}nits list, the name of burning dwarves or creatures will flash, alternating quickly between yellow and red, similar to the graphic, right. (And may do so forever after the dwarf dies.)&lt;br /&gt;
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The biggest danger is that fire can easily spread, setting other dwarves (who don't care) and items alight.  Once something is on fire, either an object or a creature, there is very little you can do about it except quickly isolate them like some plague carrier, and wait for the inevitable. {{verify}}&lt;br /&gt;
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=== A typical example ===&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
[[File:Dwarf_title_boo_radley_anonib.gif|thumb|right|A Dwarf on fire]]&lt;br /&gt;
:# While you're not watching (of course), a [[furnace operator]] gets hit by fireball from a [[fire imp]] while working at the [[magma smelter]].&lt;br /&gt;
:# The furnace operator then runs around on his business, smelting [[coke]], and sets fire to both the [[charcoal]] stockpile, and a [[bituminous coal]] vein. &lt;br /&gt;
:# As he does this he takes burning damage.&lt;br /&gt;
:# Now [[wound]]ed, he heads for the [[barracks]] for a rest.&lt;br /&gt;
:# The dwarf dies on the way, and his (still burning) clothes fall to the side.&amp;lt;br /&amp;gt;''(Somehow, let's say you miss the announcement of his death - the game doesn't pause or re-center, so it wouldn't be the first time.)''&lt;br /&gt;
:# A peasant comes and picks up his '''‼'''[[giant cave spider]] [[silk]] [[shoe]]'''‼''' and puts it on.  His clothing catches on fire.&lt;br /&gt;
:# He goes to the surface and starts a [[forest fire]], which distracts you for some time. You think the forest fire caught him on fire, not the other way around.&lt;br /&gt;
:# Meanwhile, your legendary [[armorer]] grabs some '''‼'''charcoal'''‼''' for a new steel project.  Soon, he's a '''‼'''legendary armorer'''‼''' (but not for long...)&lt;br /&gt;
:# A [[hauler]] grabs some armor in the forge where the charcoal is burning, catches fire, and sets fire to the leather armor items in the armor stockpile, and/or the rows of wooden bins there.&lt;br /&gt;
:# A miner finds the burning coal vein, and becomes a '''‼'''miner'''‼'''.&lt;br /&gt;
:# One of these dwarves soon feels hurt also, and heads for the barracks to rest, getting on a [[wood]]en [[bed]] and lighting that up.&lt;br /&gt;
:# Another goes and has a drink, setting fire to the booze stockpiles and causing all of the drinks to boil away.&lt;br /&gt;
:# Nearby beds and food stockpiles light up; dwarves sleep on those [[bed]]s and the others near it and get lit up themselves, as well as the dwarves going for a drink or meal, and for the '''‼'''[[cave spider]] [[silk]] [[robe]]'''‼'''.&lt;br /&gt;
:# The announcements about all the dwarves that have &amp;quot;died in the heat&amp;quot; start pouring in - you don't miss these.&lt;br /&gt;
:# You find the burning coal vein and miner, and blame it on him, wondering when and why he went outside into the forest fire.&lt;br /&gt;
:# Now a fair portion of the fortress is on fire, but you can't do anything about it, and can't see what's happening very well for all the smoke.&lt;br /&gt;
:# To save what dwarves you can, you &amp;lt;A&amp;gt;ctivate them, and so some and go to the burning armor bins to get '''‼'''armored'''‼''' up.  &lt;br /&gt;
:# Those few who do manage to get out unlit have all lost several friends and loved ones, and a [[tantrum|tantrum spiral]] is now unavoidable.  Those few soon go [[insane]] and throw themselves into the river in a final ironic act.&lt;br /&gt;
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Wasn't that [[fun]]?&lt;br /&gt;
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==Forest fires==&lt;br /&gt;
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===Origins===&lt;br /&gt;
Creatures such as [[Fire imp]]s can cause a forest fire by igniting a creature with a fire attack.  If grass also ignites, the fire will slowly spread to all connected grass, generating smoke as it burns.  Fire turns [[grass]] into ashes, but not usable [[ash|ashes]].  Anything that is flammable and stands on burning grass (if you loo{{k|k}} at it you will see &amp;quot;A fire&amp;quot;) has a chance to catch fire each turn.&lt;br /&gt;
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===Preventing forest fires===&lt;br /&gt;
It is recommended to guard the surroundings of an exterior [[magma]] pool with [[Marksdwarf|Marksdwarves]] so that creatures don't have a chance to light anything up (except the Marksdwarves themselves, but this is unlikely if they are well trained).  Having walls or better yet fortifications all around the pools is likely to prevent all possible forest fires. Strangely [[grizzly bear]]s seem to be ineffective against such a threat.&lt;br /&gt;
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Alternatively, pour water on top of the pool to turn it to [[obsidian]], sealing it. (But what a waste of magma!)&lt;br /&gt;
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===Protecting from forest fires===&lt;br /&gt;
Since dwarves will not pay attention to fires , and dwarves will rush to move their dead friends to the graveyard, you may end up very quickly with heavy casualties if you do not {{k|o}}rder all dwarves to stay {{k|i}}nside.  If you have precious items and buildings outside, it is also possible to dig a [[channel]] to stop the fire from spreading any more (they are cheaper then walls, offer the same protection and, most importantly, are much faster to create).&lt;br /&gt;
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Know however that merchants will not pay anymore attention to the fire than your own dwarves, so you may also want to protect them in the same fashion, even if it should change their path, otherwise they could all happily walk into flames when leaving the region (or worse, stand for days on &amp;quot;A fire&amp;quot;).&lt;br /&gt;
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===Irregularities===&lt;br /&gt;
Forest fires present certain irregularities that you should take in consideration {{version|0.28.181.40d}}:&lt;br /&gt;
*[[Trees]], [[plants]] and other [[map tile]]s will '''not''' be destroyed in the fire.  That makes them very easy to spot after a forest fire, and also a possible (if unlikely) natural defense.  [[Items]], however, may burn.&lt;br /&gt;
*Grassy slopes will not catch on fire, thus preventing the fire from spreading across z-levels.&lt;br /&gt;
*Forest fires, no matter how big, will never cross a [[channel]] or a non-wooden [[road]].  However, they ''will'' go through closed doors. {{verify}}&lt;br /&gt;
*In you start a fire in adventure mode, it will not spread if temperature is turned off.&lt;br /&gt;
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===Uses===&lt;br /&gt;
Like [[magma]], fire can help you get rid of unwanted items; clothing, furniture, and anything that [[rots]] will almost certainly burn. Dumping items onto a burning item will set them on fire, and if more fuel is added consistently, it may well be possible to maintain a bonfire for quite some time. However, since the only reliable way to start a contained fire is with magma, it's usually easier to just chuck everything in there instead.&lt;br /&gt;
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Deliberate forest fires have been known to be useful against sieges, but it takes a long time for the grass to regrow. And - again - you could always just do it with magma.&lt;br /&gt;
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== [[Adventure Mode]] ==&lt;br /&gt;
In adventurer mode, it's possible to ignite trees and shrubs with {{k|g}}. The possibilities for killing wolves with the burning corpses of other wolves should not be overlooked. (It should be noted that the {{k|T}}ravel function puts out any inconvenient fires on yourself and your collection of &amp;quot;'''‼'''wolf head'''‼'''&amp;quot;s, which will probably end up as &amp;quot;Xwolf headX&amp;quot; after your trip). Since steel items do not burn, it is possible to kill friendly guards by setting the right location on fire, and when the hapless speardwarf perishes, heading back and taking his spear to use as a throwing weapon.&lt;br /&gt;
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[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Warlord255</name></author>
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