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		<id>https://dwarffortresswiki.org/index.php?title=Children&amp;diff=280525</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Children&amp;diff=280525"/>
		<updated>2022-12-30T21:33:09Z</updated>

		<summary type="html">&lt;p&gt;Xquo: cleaned up bugs section a bit, included zero-age error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_children.jpg|thumb|260px|right|Before they grow up to realize they're in an unwinnable game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]Most [[creature]]s, including [[dwarf|dwarves]], start out as infants, then after a certain number of years become '''children''', and after that become adults - for dwarves, childhood starts after reaching one year of age, and continues until age eighteen. &lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tilat&lt;br /&gt;
| elvish  = imi&lt;br /&gt;
| goblin  = tox&lt;br /&gt;
| human   = shin&lt;br /&gt;
}}&lt;br /&gt;
In fortress mode, some migrant dwarves are [[marriage|married]] and may bring children. Children who immigrate to your [[fortress]] might be any age from one to seventeen. You can determine the age of any child by viewing their [[thoughts and preferences|thoughts]] screen, which will give you the child's exact age as well as their date of birth. This information is visible regardless of whether or not the child was born in your fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; heterosexually [[marriage|married]] female dwarves may also give birth to children. This can be stopped or reduced by editing the game [[settings]] or changing BABY_CHILD_CAP or the STRICT_POPULATION_CAP setting in [[d_init.txt]] directly. Dwarves can even have [[miscarriage]]s (if they become dehydrated, starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[thief|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of [[magma|dwarven diplomacy]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be, which will interrupt most current actions of the mother. The game will pause and [[announcement|announce]] the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will ''usually'' resume whatever task she was doing before the child was born.  Dwarven mothers can also give birth to twins or triplets, although that is exceedingly rare (1 out of 500), due to their [MULTIPLE_LITTER_RARE] token. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
&lt;br /&gt;
[[Unconscious]] mothers will not wake up when they give birth – [[sleep]]ing and resting in a [[hospital]] will not be interrupted. Dwarves in a [[strange mood]] will also not interrupt their mood when giving birth – cancelling a mood forces instant insanity, so it is likely a coding choice to protect mothers (and children). Imprisoned mothers can grab their child if they give birth while on a chain, but cannot retrieve an infant that is out of their reach, which can cause massive problems, since a mother carrying a child is forced to drop it before being brought to prison.&lt;br /&gt;
&lt;br /&gt;
If the mother is sleeping or otherwise prevented from collecting her infant, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insanity|raving mad]] adult, wandering freely over the map without any sense of self-preservation, gravitating to [[Activity_zone#Meeting_area|meeting zone]]s. It may be fed and watered by other dwarves, and in recent versions, such care happens regularly enough to keep orphans alive. As long as a baby is not within reach of a hostile creature, no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The sex of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other sex.&lt;br /&gt;
&lt;br /&gt;
After giving birth, it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
Babies will crawl to burrows when assigned to them.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech [[food]] and [[Thirst|drink]] from her, causing her to become hungry or thirsty at double the usual rate. This does not, however, count as alcohol consumption – when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], children can be assigned the relatively minor labors designated chores, below, but will also perform a few simple tasks on their own, such as:&lt;br /&gt;
&lt;br /&gt;
* Socializing in [[location]]s, perhaps also holding [[performance]]s like singing, or reciting poetry.&lt;br /&gt;
* Picking out, and wearing, their own [[clothing]].&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the &amp;quot;All dwarves harvest&amp;quot; [[standing orders|order]] is on. This will also increase their [[planter]] skill, which only happens very sporadically in the current version.&lt;br /&gt;
* When they want to, storing their items.&lt;br /&gt;
* Children can play with [[toy]]s such as puzzle boxes or toy axes. They might also play make believe. Both are basically filler jobs without tangible benefits.&lt;br /&gt;
* Children may store their toys (specifically, they may perform a Store Item in Bin order for multiple toys).&lt;br /&gt;
* Fighting or running from hostiles, depending on circumstances. (Since children are small, can't use armor or weapons, and all start without combat skills, don't expect them to be effective fighters. Nor, for that matter, can they be assigned to squads.)&lt;br /&gt;
* Children can enter [[strange mood]]s, and will go about them the same as an adult dwarf. Since they won't have any skills other than social skills, and possibly growing or combat skills if involved in a fight, they will attempt to make one artifact appropriate for a [[bone carver]], [[wood crafter]] or [[stonecrafter]]. They will also gain experience as normal if they complete it, except for possessed moods.&lt;br /&gt;
* Children respect [[burrow]] restrictions, including civilian alerts.&lt;br /&gt;
* Children will attempt to [[swim]] if submerged in [[water]].&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. Children born in the fort tend to follow their mother by preference, even (especially?) if their mother is a soldier and is currently going into battle.&lt;br /&gt;
&lt;br /&gt;
Children are also known to be invisible to [[vampire]]s, thus making excellent crime detectors, as they speak truthfully in all cases.&lt;br /&gt;
&lt;br /&gt;
The game will create an [[announcement]] when children reach adulthood and can be assigned labors. This announcement will not pause and/or center the screen by default.&lt;br /&gt;
&lt;br /&gt;
==Chores==&lt;br /&gt;
As of 0.50 children can perform chores. There is a chores tab under Labor/Standing Orders that allows players to disable/enable the chore tasks.&lt;br /&gt;
&lt;br /&gt;
The chores that children can perform are:&lt;br /&gt;
&lt;br /&gt;
* Feed Patients/Prisoners&lt;br /&gt;
* Milking&lt;br /&gt;
* Stone Hauling&lt;br /&gt;
* Wood Hauling&lt;br /&gt;
* Item Hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food Hauling&lt;br /&gt;
* Refuse Hauling&lt;br /&gt;
* Furniture Hauling&lt;br /&gt;
* Animal Hauling&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling&lt;br /&gt;
* Cleaning&lt;br /&gt;
* Lever Operation&lt;br /&gt;
&lt;br /&gt;
Children in this update don't seem to like chores, resulting in children becoming depressed and moody which can result in the children performing various crimes. Turning off chores will help alleviate this issue!&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
In the eighth [http://www.bay12games.com/dwarves/df_talk.html DFTalk], it was mentioned that, due to a programming oversight, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
&lt;br /&gt;
==Too many children==&lt;br /&gt;
&lt;br /&gt;
If there are too many children in the fort, [[FPS]] may suffer. [[Unfortunate accident|Removing]] children is difficult, as doing so may quickly lead to [[stress]]. One possibility is to [[burrow]] children outside to aid [[thief|snatchers]]. To prevent a large population of children in the first place, it is preferred to set the BABY_CHILD_CAP and/or the STRICT_POPULATION_CAP in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
In longer-running forts, when a parent has more than 10 children of one gender, the 11th onward will merely be referred to as &amp;quot;son&amp;quot; or &amp;quot;daughter&amp;quot;. The exception to this is that the youngest will always be referred to as &amp;quot;youngest son&amp;quot; or &amp;quot;youngest daughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Non-dwarven children==&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, goblins, [[Elf|elves]], [[kobold]]s and subterranean [[animal people]] follow the same aging progress of dwarves (born as babies, becoming children at a year old then becomes adults at twelve). The same is true for some races of wild humanoid creatures and [[semi-megabeast]]s, though some possess shorter or longer child states than dwarves do, i.e. [[troll]]s become adults at the age of 10. Regardless of how long their child states are, intelligent non-dwarf children are functionally identical to their dwarven counterparts for gameplay purposes.&lt;br /&gt;
&lt;br /&gt;
Young animals possess limited capabilities compared to their adult stages. Infant [[milk]]-bearing livestock can't be milked, young [[wool]]-bearing animals can't be [[shear]]ed, and bird and reptile hatchlings are unable to lay [[egg]]s. However, unlike intelligent creatures, almost all animals follow a different aging progress; they skip the baby stage entirely and are born as children, who become adults at only 1 year of age (though they usually don't stop growing in size until the age of 2). Certain exceptions exist, however, such as [[elephant]]s, who take 10 years to reach adulthood. Savage [[animal people]] versions of these animals follow this same aging progress.&lt;br /&gt;
&lt;br /&gt;
Certain creatures possess no child state to speak of, and are technically adults at birth, having all the capabilities of an adult immediately after starting existing (though most of them are still subject to growing in size as they get older). These creatures include stuff like all species of snakes, [[crundle]]s, [[giant cave spider]]s, [[creeping eye]]s, [[magma crab]]s and most [[megabeast]]s. Inorganic creatures such as [[Gabbro man|gabbro men]], [[Fire man|fire men]] and [[Amethyst man|amethyst men]] also exist only as adults and never as children. If the creature born as an adult is an intelligent creature, they'll be born with generally mild levels in some skills.&lt;br /&gt;
&lt;br /&gt;
Creatures capable of being [[invader]]s can do so regardless of age - as such, you may be attacked by a [[werebeast]] child, or a young [[roc]], [[giant]], [[cyclops]], [[ettin]] or [[minotaur]]. They will behave exactly like their adult counterparts, but will generally be easier to kill than adults due to their smaller size. Such cases are rare, as they require either children being infected by a werebeast and not dying in the process, or for megabeasts to breed, both being particularly uncommon occurrences.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarf babies can sometimes have an age which is negative or zero. In this case, they will appear headless. &lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
[[ru:Children]]&lt;/div&gt;</summary>
		<author><name>Xquo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=280524</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=280524"/>
		<updated>2022-12-30T21:29:32Z</updated>

		<summary type="html">&lt;p&gt;Xquo: Added page for good weather's alcohol rain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:weather_preview.png|300px|right]]'''Weather''' refers to any type of weather effect in ''Dwarf Fortress''. It includes snow, rain, and special features in evil surroundings. Additionally, one can observe clouds, fog/mist and the stars in adventure mode, however, they have no gameplay impact in fortress mode.&lt;br /&gt;
&lt;br /&gt;
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.&lt;br /&gt;
&lt;br /&gt;
Normal (non-evil) weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required. &lt;br /&gt;
&lt;br /&gt;
== Normal weather ==&lt;br /&gt;
&lt;br /&gt;
=== Clouds ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:&lt;br /&gt;
&lt;br /&gt;
* '''Clear sky (no clouds)''' — The sky is clear above you.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you.&lt;br /&gt;
* {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
* {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white.&lt;br /&gt;
* {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray.&lt;br /&gt;
* {{Tile|█|0:0:1}} '''Nimbostratus (causes rain)''' — The sky above you is a uniform and dark gray.&lt;br /&gt;
&lt;br /&gt;
Additionally, some unique messages occur when there are clouds in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* '''Scattered cumulus and cirrus''' — There are scattered clouds underneath a striped sky.&lt;br /&gt;
* '''Many cumulus and cirrus''' — Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
* '''Cumulonimbus and cirrus''' — A dark, towering cloud rises into a striped sky.&lt;br /&gt;
* '''Altostratus and cumulonimbus''' — A towering gray cloud descends from the white sky above you.&lt;br /&gt;
* '''Stratus cumulonimbus''' — The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
* '''Nimbostratus and cumulonimbus''' — The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.&lt;br /&gt;
&lt;br /&gt;
=== Fog / Mist ===&lt;br /&gt;
&lt;br /&gt;
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here.&lt;br /&gt;
* {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.&lt;br /&gt;
* {{Tile|▓|7:0:1}} '''Thick Fog''' — There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
&lt;br /&gt;
The symbols shown on the fast travel map are shown regardless of whether you have {{k|c}} enabled or not. If you have cloud viewing enabled, clouds in the same position as the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding area.&lt;br /&gt;
&lt;br /&gt;
=== Precipitation ===&lt;br /&gt;
==== Rain ====&lt;br /&gt;
{{DFtext|The wet season has arrived!|1:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|It is raining.|1:1}}&lt;br /&gt;
&lt;br /&gt;
Rainfall occurs occasionally. Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate, the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.&lt;br /&gt;
&lt;br /&gt;
==== Snow and Cold ====&lt;br /&gt;
{{DFtext|Winter is here.|7:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
&lt;br /&gt;
If the [[climate|temperature]] is cold enough, snowfall rather than rainfall will occur, and outside water will freeze, including murky pools and rivers. This can happen in winter months in a moderate [[biome]], or at any time in freezing biomes like a [[tundra]] or [[glacier]]. &lt;br /&gt;
&lt;br /&gt;
Amid snowfall, the ground, trees and other surfaces will gradually become covered in snow. Dwarves caught outside during a snowstorm can have [[Thought#Weather|bad thoughts]] as well as freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.&lt;br /&gt;
&lt;br /&gt;
In the freezing cold, outside water will freeze into a wall of [[ice]] of at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}}&lt;br /&gt;
&lt;br /&gt;
[[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]].&lt;br /&gt;
&lt;br /&gt;
=== Wind ===&lt;br /&gt;
&lt;br /&gt;
In a given embark tile biome, there are three wind-related variables tracked: East-West Wind, North-South Wind, and Wind Strength. East-West and North-South can be positive or negative, and Wind Strength is equal to the sum of their absolute values; so if East-West is -10, and North-South wind speed is 4, then Wind Strength is 14. Moreover, wind is uniform across the entire embark at any given time; Wind Strength does NOT improve the higher up you go.&lt;br /&gt;
&lt;br /&gt;
East-West Wind is primarily driven by the latitude of the embark tile biome, and is modeled loosely after [https://en.wikipedia.org/wiki/Atmospheric_circulation atmospheric circulation]. For a given world, one end (either top or bottom) is the &amp;quot;pole&amp;quot; and the other is the &amp;quot;equator&amp;quot;. The following table gives the base East-West Wind value for a given latitude, by counting tiles from the pole-most tile.[http://www.bay12forums.com/smf/index.php?topic=131675.msg4656098#msg4656098]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cell&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
! Wind&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 0&lt;br /&gt;
| 0 thru 1&lt;br /&gt;
| 0 thru 3&lt;br /&gt;
| 0 thru 7&lt;br /&gt;
| 0 thru 15&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 1&lt;br /&gt;
| 2 thru 3&lt;br /&gt;
| 4 thru 7&lt;br /&gt;
| 8 thru 13&lt;br /&gt;
| 16 thru 27&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 7 thru 9&lt;br /&gt;
| 14 thru 19&lt;br /&gt;
| 28 thru 38&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| -&lt;br /&gt;
| 5&lt;br /&gt;
| 10 thru 11&lt;br /&gt;
| 20 thru 22&lt;br /&gt;
| 39 thru 45&lt;br /&gt;
| -12&lt;br /&gt;
|-&lt;br /&gt;
! Polar&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 23 thru 25&lt;br /&gt;
| 46 thru 50&lt;br /&gt;
| -11&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 13&lt;br /&gt;
| 26&lt;br /&gt;
| 51 thru 52&lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 27&lt;br /&gt;
| 53 thru 54&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 7&lt;br /&gt;
| 14&lt;br /&gt;
| 28&lt;br /&gt;
| 55 thru 56&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 29&lt;br /&gt;
| 57 thru 59&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 15&lt;br /&gt;
| 30 thru 31&lt;br /&gt;
| 60 thru 62&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 32&lt;br /&gt;
| 63 thru 65&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 17&lt;br /&gt;
| 33 thru 34&lt;br /&gt;
| 66 thru 69&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 35 thru 36&lt;br /&gt;
| 70 thru 73&lt;br /&gt;
| +18&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| - &lt;br /&gt;
| 19&lt;br /&gt;
| 37 thru 38&lt;br /&gt;
| 74 thru 77&lt;br /&gt;
| +19&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 39 thru 41&lt;br /&gt;
| 78 thru 82&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 21&lt;br /&gt;
| 42 thru 43&lt;br /&gt;
| 83 thru 87&lt;br /&gt;
| +21&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 11&lt;br /&gt;
| 22 thru 23&lt;br /&gt;
| 44 thru 46&lt;br /&gt;
| 88 thru 92&lt;br /&gt;
| +22&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 47 thru 49&lt;br /&gt;
| 93 thru 98&lt;br /&gt;
| +23&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 13 thru 13&lt;br /&gt;
| 25 thru 26&lt;br /&gt;
| 50 thru 52&lt;br /&gt;
| 99 thru 104&lt;br /&gt;
| +24&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 7&lt;br /&gt;
| 14&lt;br /&gt;
| 27 thru 29&lt;br /&gt;
| 53 thru 58&lt;br /&gt;
| 105 thru 116&lt;br /&gt;
| +25&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 59 thru 61&lt;br /&gt;
| 117 thru 122&lt;br /&gt;
| +24&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 31 thru 32&lt;br /&gt;
| 62 thru 64&lt;br /&gt;
| 123 thru 128&lt;br /&gt;
| +23&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 33&lt;br /&gt;
| 65 thru 66&lt;br /&gt;
| 129 thru 133&lt;br /&gt;
| +22&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 17&lt;br /&gt;
| 34&lt;br /&gt;
| 67 thru 69&lt;br /&gt;
| 134 thru 138&lt;br /&gt;
| +21&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 35&lt;br /&gt;
| 70 thru 71&lt;br /&gt;
| 139 thru 143&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 36&lt;br /&gt;
| 72 thru 73&lt;br /&gt;
| 144 thru 147&lt;br /&gt;
| +19&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 37&lt;br /&gt;
| 74 thru 75&lt;br /&gt;
| 148 thru 151&lt;br /&gt;
| +18&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 19&lt;br /&gt;
| 38&lt;br /&gt;
| 77&lt;br /&gt;
| 152 thru 155&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 39&lt;br /&gt;
| 78 thru 79&lt;br /&gt;
| 156 thru 158&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 159 thru 161&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 41&lt;br /&gt;
| 81 thru 82&lt;br /&gt;
| 162 thru 164&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 83&lt;br /&gt;
| 165 thru 166&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| 21&lt;br /&gt;
| 42&lt;br /&gt;
| 84&lt;br /&gt;
| 167 thru 168&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
! Ferrel&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 85&lt;br /&gt;
| 169 thru 170&lt;br /&gt;
| +11&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 43&lt;br /&gt;
| 86&lt;br /&gt;
| 171 thru 172&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 87&lt;br /&gt;
| 173 thru 175&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 11&lt;br /&gt;
| 22&lt;br /&gt;
| 44&lt;br /&gt;
| 88 thru 89&lt;br /&gt;
| 176 thru 178&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 45&lt;br /&gt;
| 90&lt;br /&gt;
| 179 thru 181&lt;br /&gt;
| -16&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 23&lt;br /&gt;
| 46&lt;br /&gt;
| 91 thru 92&lt;br /&gt;
| 182 thru 184&lt;br /&gt;
| -17&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 47&lt;br /&gt;
| 93 thru 94&lt;br /&gt;
| 185 thru 188&lt;br /&gt;
| -18&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 95 thru 96&lt;br /&gt;
| 189 thru 192&lt;br /&gt;
| -19&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49&lt;br /&gt;
| 97 thru 99&lt;br /&gt;
| 193 thru 198&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 25&lt;br /&gt;
| 50&lt;br /&gt;
| 100 thru 101&lt;br /&gt;
| 199 thru 202&lt;br /&gt;
| -19&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 51&lt;br /&gt;
| 102 thru 103&lt;br /&gt;
| 203 thru 206&lt;br /&gt;
| -18&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 13&lt;br /&gt;
| 26&lt;br /&gt;
| 52&lt;br /&gt;
| 104&lt;br /&gt;
| 207 thru 209&lt;br /&gt;
| -17&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 53&lt;br /&gt;
| 105 thru 106&lt;br /&gt;
| 210 thru 212&lt;br /&gt;
| -16&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 107&lt;br /&gt;
| 213 thru 215&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| 27&lt;br /&gt;
| 54&lt;br /&gt;
| 108 thru 109&lt;br /&gt;
| 216 thru 218&lt;br /&gt;
| -14&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 55&lt;br /&gt;
| 110&lt;br /&gt;
| 219 thru 220&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
! Hadley&lt;br /&gt;
| 14 thru 16&lt;br /&gt;
| 28 thru 32&lt;br /&gt;
| 56 thru 64&lt;br /&gt;
| 111 thru 128&lt;br /&gt;
| 221 thru 256&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
Note: negative values indicate east-to-west winds, while positive values indicate west-to-east winds.&lt;br /&gt;
&lt;br /&gt;
In addition to east-west wind from latitude, certain parts of the world experience &amp;quot;mountain/valley winds and sea breezes&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=35139.msg547880#msg547880]. Such locations will receive additional wind each morning (corresponding to between 3:00 AM and 7:00 AM, and between 6:00 AM and 9:00 AM) and each afternoon (both corresponding to between 3:00 PM and 6:00 PM). A gust of wind affects both the east-west and north-south wind speeds, adding or subtracting 10 from each. The afternoon gust is always the opposite of the morning gust, so if the morning gust was +10 east-west and -10 north-south, the afternoon gust will be -10 east-west and +10 north-south.&lt;br /&gt;
&lt;br /&gt;
Currently, wind primarily interacts with [[windmill]]s to generate [[power]]. A total wind strength of between 1 and 14 generates 20 power, and between 15 and 29 generates 40 power. A total wind strength of 30+ generates 60 power, but this is currently only briefly achievable during gusts. In addition, wind affects the message you get when checking for the weather as an [[Adventure mode | adventurer]].&lt;br /&gt;
&lt;br /&gt;
== Evil weather ==&lt;br /&gt;
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of &amp;quot;abominable mist&amp;quot;, &amp;quot;unholy gloom&amp;quot; (clouds) or &amp;quot;creeping murk&amp;quot;, &amp;quot;horrid goo&amp;quot; (rain). Materials tainted by evil weather goo will appear as 'slimy'.&lt;br /&gt;
&lt;br /&gt;
Evil weather does not count as true &amp;quot;weather&amp;quot; for all purposes: most notably, disabling weather in d_init.txt will not disable evil weather.&lt;br /&gt;
&lt;br /&gt;
Two kinds of evil weather exist: evil rain and evil clouds.  The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].&lt;br /&gt;
&lt;br /&gt;
=== Evil clouds ===&lt;br /&gt;
[[File:Creeping_cloud.png|thumb|150px|A drifting evil cloud.]]&lt;br /&gt;
{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil clouds are made of a generated inorganic gas or dust.  They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom in to this tile.  Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s.  Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s.&lt;br /&gt;
&lt;br /&gt;
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.&lt;br /&gt;
&lt;br /&gt;
If you wish to embark to an evil biome that has thralling/husking clouds, a few options are available:&lt;br /&gt;
# You can inspect the world manually after it is created. In order to do this, you will need to turn off compressed saves in [[init.txt]]. Then enter advanced world generation, set the number of evil rain types to &amp;quot;none&amp;quot; and the number of evil cloud types to 1. Generate a world, quit, then open ``world.dat`` in the region folder. Locate ``[INORGANIC:EVIL_CLOUD_1]``, then check the syndrome right after it. If this syndrome doesn't have Thralls, Husks, or Zombies, gen a new world and try again. This is much faster than embarking 20 times in a row, and you can make sure you will get dust if you prefer it over fog.&lt;br /&gt;
# [[Utility:DFHack|DFHack]]'s ``embark-assistant`` plugin can help find these types of biomes when run from the embark screen.&lt;br /&gt;
# You can change what evil weather a biome has with the DFHack script [http://www.bay12forums.com/smf/index.php?topic=164658.0 biomemanipulator], and/or use ``gui/gm-editor`` to change what evil weathers there are.&lt;br /&gt;
&lt;br /&gt;
Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you.&lt;br /&gt;
&lt;br /&gt;
=== Evil rain ===&lt;br /&gt;
{{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil rain can be made of either the [[blood]] of a civilized race (most famously [[elf]] blood, but it can rain dwarf blood and others) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whoever is caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters, will lead to instant [[fun]] as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicates that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.&lt;br /&gt;
&lt;br /&gt;
=== Dangers of evil weather ===&lt;br /&gt;
One of the dangers of evil weather is that ponds will never refill. Store water into underground basins and plan accordingly. Another annoyance is the total lack of wild bees in an evil climate. Though evil rains (excluding rains of blood) usually cause the &amp;quot;milder&amp;quot; types of [[syndrome]]s, these may still cause death as a secondary result of that syndrome: e.g. suffocation from blisters, dehydration from chronic nausea. &lt;br /&gt;
&lt;br /&gt;
Some evil weather effects condense on creatures, making their effects semi-permanent - symptoms won't go away until the source is washed. Those effects also can spread like a disease. In most cases, it will just infect dwarves that carry contaminated bodies to caskets.  Thralling dust clouds, however, [[fun|can quickly lead to an unstoppable zombie apocalypse]] if the dust is not completely washed off somehow.&lt;br /&gt;
&lt;br /&gt;
==== Movement of evil weather and safeguarding ====&lt;br /&gt;
Evil weather forms within about 30 tiles of the edge of the map (or edges of evil biomes within the map), and moves about the screen in one direction as the wind blows. Their structure is a series of miasma-like bursts of cloud that are spawned along the path of the cloud's invisible center. Because the clouds inflate similarly to [[miasma]] and because the direction they move in is random, they can very quickly dissipate, fly out of the map immediately, carry on at a steady pace, or spread rapidly to engulf very large areas. They will not, however, change direction.&lt;br /&gt;
&lt;br /&gt;
Clouds pose a serious threat to dwarves (and from there, entire fortresses), even if your citizens seem to be inside safe structures. However, clouds' movement methods can be exploited, and buildings need not be limited to hermetically-sealed pillboxes if you're careful.&lt;br /&gt;
&lt;br /&gt;
Although a cloud will glide uninterrupted along a single Z-level, it will teleport to the top of straight walls and pass over structures. As a result, a cloud will climb any hills and fortresses in its way with ease. Closed doors, raised drawbridges, and walls will keep the billowing parts out of buildings, but the movement of the cloud is mostly dependent on which tiles are marked &amp;quot;outside.&amp;quot; Clouds will not propagate inside a roofed area, although already-started miasma-like bursts can billow under the edges of such places if there are no walls to stop them, or if there are open windows in those walls. Clouds can also teleport down from an open roof (it only takes one tile of open stairwell for a small segment of cloud to teleport down and burst upon the bottom floor of your tower.) They will pass through fortifications with ease, although they'll never spawn inside a roofed fortification; a cloud must billow in from somewhere else in that case. For this reason, do not make windows that are one the same z-level as the rooftops of adjacent buildings or natural features. It is safe, for instance, to make a tall, isolated tower and give its middle levels windows with no protection whatsoever, because the clouds teleport rather than climb, and will not teleport to any inside area. They would go directly to the roof without bothering the levels in between. This could be multiplied to make something like New York with complete impunity, so long as all the rooftops are at the same height.&lt;br /&gt;
&lt;br /&gt;
If you choose to fortify outside, either be extremely careful with your designs, or be sure to have any open areas secured with floodgates, doors, or bridges to act as shutters to keep the clouds out. Adding doors throughout the structure to stop any accidentally-contained clouds from moving further inward does not hurt. It is important to emphasize that no rooftop will ever be safe.&lt;br /&gt;
&lt;br /&gt;
An evil cloud will dissipate rapidly at the border of evil with non-evil biomes, but if there is more evil biome on the other side of the non-evil biome, the same cloud can and will eventually spring up over there; clouds do not necessarily die when they disappear, depending on the map. They can phase through non-evil biomes, and will move invisibly across the non-evil biome(s) at the same rate that they would across evil biomes.&lt;br /&gt;
&lt;br /&gt;
It should be noted that attempting to make an open-roof barracks or tavern to prevent cave adaptation is extremely risky, even more so in a mixed-biome embark because the hazards of evil clouds are not immediately obvious. It would seem that the temporary disappearing effect of evil clouds when it attempts to cross a non-evil area is overwritten if it sweeps across constructed or otherwise modified floors (i.e. channeled out, roofed, or walls). This means erratic teleporting of the cloud depending on how much you've constructed but always means that any roofs are not safe. It also means the clouds will &amp;quot;appear&amp;quot; to linger on top of constructed surfaces, even if said surfaces are not in the evil part of the area. &lt;br /&gt;
&lt;br /&gt;
The only part that the cloud will not reach when it interacts with constructed walls is that it cannot touch the natural surface tiles within the walls that are the courtyard if the area is non-evil. Constructed surfaces and possibly channeled out areas are fair game for the cloud to spread. It's unknown if clouds will originate within modified tiles that are within non-evil areas of the map.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, clouds will not teleport up multi-tile trees, but will pass uninterrupted below their boughs. This will not be true for anything you build, implying that any &amp;quot;outside&amp;quot; tile is dangerous, as trees provide support and elevation without changing which tiles are exposed to the outside.&lt;br /&gt;
&lt;br /&gt;
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.&lt;br /&gt;
[[File:weather.jpg|thumb|300px|center|Today's Forecast: 30% chance of eventual [[water]] appearing somewhere.]]&lt;br /&gt;
&lt;br /&gt;
==Good Weather==&lt;br /&gt;
It has been observed that in biomes where the alignment is &amp;quot;good&amp;quot;, there exists a possibility that it may rain alcohol.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Humans]] have attempted to predict the weather from time to time, to unusually bad results. Dwarven [[scholars]] absentmindedly noted that they could do it better, which caused a war from the completely unrelated cause of sock-making procedures. Dwarves ''would'' probably still do it better though, that is, if it rains tonight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nugreth&lt;br /&gt;
| elvish  = dafo&lt;br /&gt;
| goblin  = strobnod&lt;br /&gt;
| human   = señam&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Weather]]&lt;/div&gt;</summary>
		<author><name>Xquo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Children&amp;diff=276179</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Children&amp;diff=276179"/>
		<updated>2022-12-21T00:05:28Z</updated>

		<summary type="html">&lt;p&gt;Xquo: Added negative-aged dwarves in newly-added bugs section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:40, 30 November 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_children.jpg|thumb|260px|right|Before they grow up to realize they're in an unwinnable game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]Most [[creature]]s, including [[dwarf|dwarves]], start out as infants, then after a certain number of years become '''children''', and after that become adults - for dwarves, childhood starts after reaching one year of age, and continues until age twelve. &lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tilat&lt;br /&gt;
| elvish  = imi&lt;br /&gt;
| goblin  = tox&lt;br /&gt;
| human   = shin&lt;br /&gt;
}}&lt;br /&gt;
In fortress mode, some migrant dwarves are [[marriage|married]] and may bring children. Children who immigrate to your [[fortress]] might be any age from 1-12. You can determine the age of any child by viewing their [[thoughts and preferences|thoughts]] screen, which will give you the child's exact age as well as their date of birth. This information is visible regardless of whether or not the child was born in your fortress.&lt;br /&gt;
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&amp;quot;Resident&amp;quot; heterosexually [[marriage|married]] female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP or the STRICT_POPULATION_CAP setting in [[d_init.txt]]. Dwarves can even have [[miscarriage]]s (if they become dehydrated, starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
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Much of [[goblin]] society is centered around [[thief|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of [[magma|dwarven diplomacy]].&lt;br /&gt;
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==Babies==&lt;br /&gt;
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Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be, which will interrupt most current actions of the mother. The game will pause and [[announcement|announce]] the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will ''usually'' resume whatever task she was doing before the child was born.  Dwarven mothers can also give birth to twins or triplets, although that is exceedingly rare (1 out of 500), due to their [MULTIPLE_LITTER_RARE] token. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
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[[Unconscious]] mothers will not wake up when they give birth – [[sleep]]ing and resting in a [[hospital]] will not be interrupted. Dwarves in a [[strange mood]] will also not interrupt their mood when giving birth – cancelling a mood forces instant insanity, so it is likely a coding choice to protect mothers (and children). Imprisoned mothers can grab their child if they give birth while on a chain, but cannot retrieve an infant that is out of their reach, which can cause massive problems, since a mother carrying a child is forced to drop it before being brought to prison.&lt;br /&gt;
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If the mother is sleeping or otherwise prevented from collecting her infant, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insanity|raving mad]] adult, wandering freely over the map without any sense of self-preservation, gravitating to [[Activity_zone#Meeting_area|meeting zone]]s. It may be fed and watered by other dwarves, and in recent versions, such care happens regularly enough to keep orphans alive. As long as a baby is not within reach of a hostile creature, no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they go about their business like any other dwarven child.&lt;br /&gt;
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The sex of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other sex.&lt;br /&gt;
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After giving birth, it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
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Babies will crawl to burrows when assigned to them.&lt;br /&gt;
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Any baby being carried by its mother will effectively leech [[food]] and [[Thirst|drink]] from her, causing her to become hungry or thirsty at double the usual rate. This does not, however, count as alcohol consumption – when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
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==Labor==&lt;br /&gt;
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In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own, such as:&lt;br /&gt;
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* Socializing in [[location]]s, perhaps also holding [[performance]]s like singing, or reciting poetry.&lt;br /&gt;
* Picking out, and wearing, their own [[clothing]].&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the &amp;quot;All dwarves harvest&amp;quot; [[standing orders|order]] is on. This will also increase their [[grower]] skill, which only happens very sporadically in the current version.&lt;br /&gt;
* When they want to, storing their items.&lt;br /&gt;
* Children can play with [[toy]]s such as puzzle boxes or toy axes. They might also play make believe. Both are basically filler jobs without tangible benefits.&lt;br /&gt;
* Children may store their toys (specifically, they may perform a Store Item in Bin order for multiple toys).&lt;br /&gt;
* Fighting or running from hostiles, depending on circumstances. (Since children are small, can't use armor or weapons, and all start without combat skills, don't expect them to be effective fighters. Nor, for that matter, can they be assigned to squads.)&lt;br /&gt;
* Children can enter [[strange mood]]s, and will go about them the same as an adult dwarf. Since they won't have any skills other than social skills, and possibly growing or combat skills if involved in a fight, they will attempt to make one artifact appropriate for a [[bone carver]], [[wood crafter]] or [[stonecrafter]]. They will also gain experience as normal if they complete it, except for possessed moods.&lt;br /&gt;
* Children respect [[burrow]] restrictions, including civilian alerts.&lt;br /&gt;
* Children will attempt to [[swim]] if submerged in [[water]].&lt;br /&gt;
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Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
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If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. Children born in the fort tend to follow their mother by preference, even (especially?) if their mother is a soldier and is currently going into battle.&lt;br /&gt;
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Children are also known to be invisible to [[vampire]]s, thus making excellent crime detectors, as they speak truthfully in all cases.&lt;br /&gt;
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The game will create an [[announcement]] when children reach adulthood and can be assigned labors. This announcement will not pause and/or center the screen by default.&lt;br /&gt;
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==Dwarven parenthood==&lt;br /&gt;
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In the eighth [http://www.bay12games.com/dwarves/df_talk.html DFTalk], it was mentioned that, due to a programming oversight, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
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==Too many children==&lt;br /&gt;
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If there are too many children in the fort, [[FPS]] may suffer. [[Unfortunate accident|Removing]] children is difficult, as doing so may quickly lead to [[stress]]. One possibility is to [[burrow]] children outside to aid [[thief|snatchers]].  To prevent a large population of children in the first place, it is preferred to set the BABY_CHILD_CAP and/or the STRICT_POPULATION_CAP in the [[d_init.txt]] file.&lt;br /&gt;
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In longer-running forts when a parent has more than 10 children of one gender, the 11th onward will merely be referred to as 'son' or 'daughter'. The exception to this is that the youngest will always be referred to as 'youngest son' or 'youngest daughter'.&lt;br /&gt;
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==Non-dwarven children==&lt;br /&gt;
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[[Human]]s, goblins, [[Elf|elves]], [[kobold]]s and subterranean [[animal people]] follow the same aging progress of dwarves (born as babies, becoming children at a year old then becomes adults at twelve). The same is true for some races of wild humanoid creatures and [[semi-megabeast]]s, though some possess shorter or longer child states than dwarves do, i.e. [[troll]]s become adults at the age of 10. Regardless of how long their child states are, intelligent non-dwarf children are functionally identical to their dwarven counterparts for gameplay purposes.&lt;br /&gt;
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Young animals possess limited capabilities compared to their adult stages. Infant [[milk]]-bearing livestock can't be milked, young [[wool]]-bearing animals can't be [[shear]]ed, and bird and reptile hatchlings are unable to lay [[egg]]s. However, unlike intelligent creatures, almost all animals follow a different aging progress; they skip the baby stage entirely and are born as children, who become adults at only 1 year of age (though they usually don't stop growing in size until the age of 2). Certain exceptions exist, however, such as [[elephant]]s, who take 10 years to reach adulthood. Savage [[animal people]] versions of these animals follow this same aging progress.&lt;br /&gt;
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Certain creatures possess no child state to speak of, and are technically adults at birth, having all the capabilities of an adult immediately after starting existing (though most of them are still subject to growing in size as they get older). These creatures include stuff like all species of snakes, [[crundle]]s, [[giant cave spider]]s, [[creeping eye]]s, [[magma crab]]s and most [[megabeast]]s. Inorganic creatures such as [[Gabbro man|gabbro men]], [[Fire man|fire men]] and [[Amethyst man|amethyst men]] also exist only as adults and never as children. If the creature born as an adult is an intelligent creature, they'll be born with generally mild levels in some skills.&lt;br /&gt;
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Creatures capable of being [[invader]]s can do so regardless of age - as such, you may be attacked by a [[werebeast]] child, or a young [[roc]], [[giant]], [[cyclops]], [[ettin]] or [[minotaur]]. They will behave exactly like their adult counterparts, but will generally be easier to kill than adults due to their smaller size. Such cases are rare, as they require either children being infected by a werebeast and not dying in the process, or for megabeasts to breed, both being particularly uncommon occurrences.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
Dwarf babies can sometimes have negative age. In this case, they appear headless. &lt;br /&gt;
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{{Category|Dwarves}}&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
[[ru:Children]]&lt;/div&gt;</summary>
		<author><name>Xquo</name></author>
	</entry>
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