<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zombiejustice</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zombiejustice"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Zombiejustice"/>
	<updated>2026-04-09T09:36:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:HiEv&amp;diff=171997</id>
		<title>User talk:HiEv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:HiEv&amp;diff=171997"/>
		<updated>2012-05-20T11:01:52Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Note(s) to self ==&lt;br /&gt;
&lt;br /&gt;
Check back on [[DF2012 Talk:Miner]] to see how discussion goes.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 06:48, 20 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Helpful (?) Suggestion ==&lt;br /&gt;
&lt;br /&gt;
An easy way to keep track of pages is to add them to your 'watchlist'. Clicking on the watchlist link at the top of the page, next to your username, will take you to a list of pages you've flagged in this manner, and also tell you if they've been updated since. I find it useful. Keep up the edits! --[[User:Zombiejustice|Zombiejustice]] 11:01, 20 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Animal_trainer&amp;diff=169509</id>
		<title>v0.34 Talk:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Animal_trainer&amp;diff=169509"/>
		<updated>2012-04-05T18:59:49Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: request for page update answered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page out of date ==&lt;br /&gt;
&lt;br /&gt;
This page needs to be rewritten, as training was completely revamped in today's release (34.06)&lt;br /&gt;
&lt;br /&gt;
[[User:Tharwen|Tharwen]] 00:58, 24 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Moved the info from Kennel over. I corrected what I noticed was out of date; I think I got it all. Apologies if I missed anything. --[[User:Zombiejustice|Zombiejustice]] 18:59, 5 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kennel&amp;diff=169508</id>
		<title>v0.34:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kennel&amp;diff=169508"/>
		<updated>2012-04-05T18:56:16Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: moved war/hunting training info over to animal trainer page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train Hunting Animals&lt;br /&gt;
* Train War Animals&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
* [[Tame]] [[cage]]d wild [[creature]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a [[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 animals 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;
&lt;br /&gt;
Training War Animals and Hunting Animals require designation of an animal training zone.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An [[animal trap]] and a [[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 [[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 [[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: A [[Trap#Cage Trap|caged wild animal]], an appropriate piece of [[food]], and an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses the food to tame wild [[creatures|animals]] not already domesticated, such as those caught in cage traps. Animals revert to wild state over time. Look to the forums for a more detailed analysis of how animal training has changed in recent updates.&lt;br /&gt;
&lt;br /&gt;
Unlike other tasks, large animal taming allows you to select the exact creature you wish to tame. Putting the task on {{K|r}}epeat is mostly useless, as it will simply result in the same creature being re-tamed over and over, wasting food and potentially filling the cage with seeds, though it does provide a way to increase Animal Trainer [[experience]] with a limited supply of caged animals.&lt;br /&gt;
&lt;br /&gt;
Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the cage to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=169507</id>
		<title>v0.34:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=169507"/>
		<updated>2012-04-05T18:55:52Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Moved training info from Kennel and updated it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:36, 10 January 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works at an [[Activity_zone#Animal_Training|animal training zone]], taming certain animals (with food), turning some [[tame animals]] into war or hunting animals and reinforcing tameness of animals captured in a [[Trap#Cage_Trap|cage trap]] and tamed later.&lt;br /&gt;
&lt;br /&gt;
==Training Tasks==&lt;br /&gt;
&lt;br /&gt;
===Train a Hunting Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING], an 'animal training' activity zone, and an [[animal trainer]].  Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]].&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 Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist), an 'animal training' activity zone, and an [[animal trainer]]. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture.&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;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting.  Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Animal tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Not all animals can be trained for war or hunting. Taming or increasing tameness requires an 'Animal Training' activity zone and food (edible [[crop|plant]] for herbivores, [[meat]] for carnivores), which the trainer will bring to the animals. If a caged animal is fed a plant, [[seed]]s will stay in the cage, possibly making it unusable until all the seeds in it are [[Activity zone#Garbage Dump|dump]]ed.&lt;br /&gt;
&lt;br /&gt;
Certain animals are trivial to tame ([[domestic animal]]s are well known by dwarven civilizations), some are rather easy to tame (animals from [[Cavern]]s aren't alien to dwarves). Other creatures will require more attention, at least until your fortress manages to get familiar with them. Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab. Badly trained animals can revert to a wild state, resulting in [[fun|dragons rampaging through the fortress]].&lt;br /&gt;
&lt;br /&gt;
==Trainable war/hunting animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|Titley bit could go here. &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Mandrill]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gorilla]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|150,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Grizzly bear]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Polar bear]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gigantic panda]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,160,900&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|‼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Elephant]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|‼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Rhinoceros]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|‼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant bat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cave swallow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cheetah]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Leopard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Jaguar]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|75,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Lion]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Tiger]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|225,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cheetah]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|560,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant leopard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|560,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant jaguar]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|750,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant lion]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,700,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant tiger]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,900,000 &lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ ♪ &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Roc]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|25,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|☼ [[Megabeast]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''☼ - These animals are a good choice for your army.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''♪ - These animals are good companions for hunters and marksdwarves.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''‼ - These animals are a poor choice for training due to their voracious appetites for [[grass]].''&amp;lt;br /&amp;gt;&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is reported possible to capture and tame water creatures if special care is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dog&amp;diff=169506</id>
		<title>v0.34:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dog&amp;diff=169506"/>
		<updated>2012-04-05T18:47:48Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Reference changed due to training update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:28, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=4-11&lt;br /&gt;
|meat=6-13&lt;br /&gt;
|fat=6-13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are trainable into war/hunting dogs. See [[Animal trainer]] for how this is done, and a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
A dwarf's best friend, dogs are among many [[animal]]s that can be [[kennel|trained]] to assist your dwarves in [[combat]] or [[hunting]] as either war dogs or hunting dogs. Like all tame animals they can serve as an [[butcher|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skull]]s. &lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
&lt;br /&gt;
Dogs left to their own devices will wander around, spending most of their time in [[Meeting hall|meeting areas]], and will attack any [[invader|hostiles]] they see.&lt;br /&gt;
&lt;br /&gt;
As with any friendly creature, dogs can spot ambushers and thieves. You can assign dogs to [[restraint]]s to act as guard dogs.&amp;lt;br /&amp;gt;&lt;br /&gt;
Guard dogs work particularly well when placed behind a hall of traps or other siege-breaking devices.  The traps will prevent aggressive invaders from harming the dogs, while the dogs prevent thieves from sneaking past the traps into the base.  (Ideally, the dogs should be out of view of the trap corridor to prevent injury from ranged weapons.)&lt;br /&gt;
&lt;br /&gt;
You can assign a war dog or hunting dog to a dwarf via his dogs menu ({{K|v}}, select dwarf, {{K|p}}, {{K|e}}) to help him in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Once a dog is assigned to a dwarf it can not be unassigned nor placed in a [[cage]]. A work-around for this is, when you train the dog, to use the dwarf you want the dog to be assigned to. Unassigned war dogs and hunting dogs follow the dwarf who trained them, but can still be caged.''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Using a Civilian Alert to keep civilians away from fighting seems to affect war dogs as well, stoping them from following your soldiers into combat.''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Unlike in previous versions you can now slaughter War Dogs for food.''&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Main:Toady One|Toady One]], long ago &amp;lt;!-- still relevant? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War dogs ==&lt;br /&gt;
War dogs do more damage than dogs.&lt;br /&gt;
&lt;br /&gt;
Against heavily [[armor]]ed and armed opponents, dogs (war or hunting) can die quite easily, but that doesn't mean they are &amp;quot;useless.&amp;quot;  Also, although a wardog is not nearly as dangerous against an armored opponent as an Axe Lord, they occasionally get lucky, and a pack of War Dogs can be very dangerous indeed. They can also be used as walking meatshields, taking hits that would have otherwise injured your dwarves.&lt;br /&gt;
&lt;br /&gt;
For this reason, some players attach them to any permanent close-combat military, and/or to any dwarf that regularly steps outside. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Kennel&amp;diff=169502</id>
		<title>v0.34 Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Kennel&amp;diff=169502"/>
		<updated>2012-04-05T18:43:07Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Question answered!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this page still current as of .37 ? There's assignments on the &amp;quot;animals&amp;quot; z-status screen etc ie http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer [[User:Bertieb|Bertieb]] 16:39, 2 April 2012 (UTC)&lt;br /&gt;
:This page hasn't really been changed much at all since v0.34.06 was released, so the info is out-of-date. And it's probably completely wrong for .37, whatever that is ;) --[[User:Timrem|Timrem]] 22:39, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Request for information==&lt;br /&gt;
OK, so I get that I assign dogs to be war-trained out of the z-animals list. But! What else needs to happen? I've got a kennel, a novice animal trainer set to do nothing but train, and three dogs set up with war training on any trainer. No war dogs as of yet, what am I missing? Better yet, someone who's had some success here, write a little tutorial -no matter how basic. Please? --[[User:Zombiejustice|Zombiejustice]] 15:41, 5 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:OK, I think I've got it cobbled, now. But it doesn't have anything to do, any more, with the kennel. Information will be on the Animal Trainer page. --[[User:Zombiejustice|Zombiejustice]] 18:43, 5 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Kennel&amp;diff=169443</id>
		<title>v0.34 Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Kennel&amp;diff=169443"/>
		<updated>2012-04-05T15:41:11Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Page needs updating, badly. Request for information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this page still current as of .37 ? There's assignments on the &amp;quot;animals&amp;quot; z-status screen etc ie http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer [[User:Bertieb|Bertieb]] 16:39, 2 April 2012 (UTC)&lt;br /&gt;
:This page hasn't really been changed much at all since v0.34.06 was released, so the info is out-of-date. And it's probably completely wrong for .37, whatever that is ;) --[[User:Timrem|Timrem]] 22:39, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Request for information==&lt;br /&gt;
OK, so I get that I assign dogs to be war-trained out of the z-animals list. But! What else needs to happen? I've got a kennel, a novice animal trainer set to do nothing but train, and three dogs set up with war training on any trainer. No war dogs as of yet, what am I missing? Better yet, someone who's had some success here, write a little tutorial -no matter how basic. Please? --[[User:Zombiejustice|Zombiejustice]] 15:41, 5 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Meat_industry&amp;diff=168881</id>
		<title>v0.34:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Meat_industry&amp;diff=168881"/>
		<updated>2012-03-30T12:41:19Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: corrected 'hoofs' to 'hooves'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:40, 25 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining [[Animals|animals]], outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]] and [[meat]]. You'll miss out on [[horn|horns]] (negligible), [[fat]], and [[bone|bones]] though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on [[embark]] and even decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive.  You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[Trade depot|trade depot]], a [[Broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally [[Grizzly bear|interesting for defense purposes]]. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leatherworker|leatherworkers]] occupied year-round, then you should request leather to be imported from the trading [[liaison|liaisons]]. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]] (not usually necessary with hunting animals), and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolt|bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog|groundhogs]] {{verify}}. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] directly to the nearest [[butcher's shop]], the closest [[refuse]] [[stockpile]] if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may lead to lots of [[fun]]).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldier|soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on [[Attack|Attacking]]). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage|Cages]], [[mechanism|mechanisms]], and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap|cage traps]]. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig [[channel|channels]], eliminate ramps to create sheer cliffs, use ponds, etc. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cage|Cages]] and/or [[restraint|restraints]]''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnancy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in the lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some [[immigrant|immigrants]] will bring [[pet|pets]] that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes [[restraint|restraining]] most/all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm! Taming is available for all tamable creatures, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so [[path|pathing]] is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See [[Restraint]] for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
[[Activity zone#Pit/Pond|Pits]] can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
====Pastures====&lt;br /&gt;
Tame animals with the [GRAZER:&amp;lt;value&amp;gt;] token (most herbivores) need to be in a [[Pasture|pasture]] of grass, cave moss, or floor fungus to graze, or they will starve to death. Elephants and rhinoceroses at present cannot eat fast enough to keep up with their grazing needs, and are impossible to keep tame for an extended period of time.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher [[pet|pets]], their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite possible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal corpse or body part is available if it is taken to the butcher's shop or in a refuse stockpile within a certain distance of the shop.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though [[hydra|hydras]] ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially [[horn|horns]]/[[hoof|hoofs]], fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be weaved into low-value thread, but not into cloth, so it is useless outside hospital (note that it doesn't rot, so it has to be dumped manually).&lt;br /&gt;
&lt;br /&gt;
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one{{verify}} (which can also be a pet).&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat, fat and eggs for cooking, leather for bags, clothing and armor, and bones for [[Bolt|ammunition]], trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]]. An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftsdwarf's workshop]], and some [[bone|bones]], [[horn|horns]], [[hoof|hoofs]] or [[skull|skulls]]''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your [[archer|archers]] to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hooves count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient. Tallow is no longer a good ingredient - rendering the fat causes it to separate into many tiny stacks, which affects the size of resultant meal.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into [[soap]]. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your [[Healthcare|hospital]], and it's recommended to stock your hospitals with at least some bars. See the [[soap|soap article]] on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[skin|raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
''Requires: female egg-laying animal, [[nest box]]''&lt;br /&gt;
&lt;br /&gt;
If you have tame egg-laying animals, [[egg production]] can be a byproduct of the meat industry. Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
&lt;br /&gt;
You can also [[milking|milk]] certain female animals such as horses, cows etc. at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk|milk's]] only use is to turn into [[cheese]] at the farmers workshop with a dwarf with the cheesemaking labor enabled. This is the only use besides trading, milk cannot be drunk (but cheese can be eaten).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolt|Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldier|Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldier|Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
** [[Restraint|Restraints]]&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
[[ru:DF2012:Meat industry]]&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=168878</id>
		<title>v0.34:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=168878"/>
		<updated>2012-03-30T12:27:17Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: added brown recluse to list of silk producers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|13:16, 28 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a self-sufficient '''textile industry''', which includes making [[thread]] and [[cloth]] of [[plant fiber]], [[silk]], [[wool]] and [[hair]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, [[dye]]ing that material, manufacturing [[clothing]], [[bag]]s, [[rope]]s and plant fiber or silk [[craft|crafts]], and [[decoration|decorating]] with thread.&lt;br /&gt;
&lt;br /&gt;
A textile industry is required for keeping your dwarves clothed and happy, and can be a very lucrative option for the creation of trade goods, especially if the goods are dyed and sewed with images as well. Common choices for textile trade goods are gloves, mittens, boots and socks at a [[clothier's shop]] because they are made in pairs or cloth crafts at a craftdwarf's workshop. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively. Another useful cloth product is ropes which can be used as restraints or as a part of a well or traction bench, both of which are important items. Bags are also useful for compact storage of seeds and are needed to mill dyes and certain food products. Clothing may also provide some protection against cold and damage.{{verify}}&lt;br /&gt;
&lt;br /&gt;
:[1] Hair can be spun into thread at a Farmer's workshop. However, the produced thread cannot be used to weave cloth, but can be used in Hospitals, or dyed. &lt;br /&gt;
&lt;br /&gt;
==Plants, Wool, or Silk==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seed|seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[shearer]], a [[farmer's workshop]], and an appropriate animal''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider [[web]]s''&lt;br /&gt;
&lt;br /&gt;
There are six [[crop|crops]] that you can [[Farming|grow]] that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Underground crops=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above-ground crops=====&lt;br /&gt;
*[[Rope reed]] is used to make [[thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[sliver barb]] and [[blade weed]] can be used to make [[dye]] of various colour, and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Wool=====&lt;br /&gt;
* [[Wool]] is obtained by shearing a [[sheep]], [[llama]], or [[alpaca]]. A [[Farmer's workshop]] is required as well as a dwarf with the Shearing job enabled.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
=====Hair=====&lt;br /&gt;
* [[Hair]] is obtained primarily by [[butcher]]ing hairy animals like [[horse]]s, [[yak]]s, [[water buffalo]], etc and is thus a byproduct of the [[Food]]  Industry.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[spinner]] and [[wool]] or [[hair]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider [[web]]s''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants and wool, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{k|p}}rocess the pig tails and/or rope reed, or {{k|S}}pin the wool or hair.  Creating thread from silk is somewhat easier: if there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the {{k|u}}nits list to see if any non-[[vermin]] spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and [[thread]] (either spider, wool, or plant based)''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[dye|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarf|dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. [[Rope]]s and [[bag]]s are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[millstone]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[plant]]s''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some [[dye]]''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the cloth or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Shearer]] / Shearing&lt;br /&gt;
*[[Spinner]] / Spinning&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[millstone]] or a [[quern]]&lt;br /&gt;
**A Millstone requires [[power]], while a quern does not.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
=====Quality Modifiers Applied=====&lt;br /&gt;
In these areas, the quality of your worker will affect not only the speed or the amount produced but also the [[quality]] of the product.&lt;br /&gt;
*Weaver&lt;br /&gt;
*Dyer&lt;br /&gt;
*Clothier&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons{{verify}}, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165640</id>
		<title>v0.34 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165640"/>
		<updated>2012-03-07T17:03:22Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: previous page edit may be in error, request for verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You're welcome [[User: (i have no account)|Not Available]] 14:25, 25 February 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we move some text or something from the older versions? its terrible having nothing here&lt;br /&gt;
[[User:Headjack|Headjack]] 20:25, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reading==&lt;br /&gt;
&lt;br /&gt;
There's no mention of reading on here. I assume it lets one read necromantic tomes and the like, but what is the effect of higher levels, for example? It would be nice if someone who knows could add that information to this page. --[[User:Zombiejustice|Zombiejustice]] 14:49, 3 March 2012 (UTC)&lt;br /&gt;
:From my experience, reading books and slabs doesn't train the reading skill. I don't believe there is any difference between novice and legendary reader, and there's no way to raise reader past the starting value yet. -- [[User:Qazmlpok|Qazmlpok]] 16:46, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Confusing change in example for starting attributes and caps==&lt;br /&gt;
&lt;br /&gt;
Originally. the example stated that, with a below average starting value (900), one would expect an attribute cap of 1900 (900 starting value + 1000 racial average). Someone has changed it to say 1800 (presumably, 900 * 2). This seems to contradict other information given earlier on the page. Yes? No? I lack the ability to confirm at this time. --[[User:Zombiejustice|Zombiejustice]] 17:03, 7 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165414</id>
		<title>v0.34 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165414"/>
		<updated>2012-03-03T14:49:42Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You're welcome [[User: (i have no account)|Not Available]] 14:25, 25 February 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we move some text or something from the older versions? its terrible having nothing here&lt;br /&gt;
[[User:Headjack|Headjack]] 20:25, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reading==&lt;br /&gt;
&lt;br /&gt;
There's no mention of reading on here. I assume it lets one read necromantic tomes and the like, but what is the effect of higher levels, for example? It would be nice if someone who knows could add that information to this page. --[[User:Zombiejustice|Zombiejustice]] 14:49, 3 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Farming&amp;diff=164502</id>
		<title>v0.34 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Farming&amp;diff=164502"/>
		<updated>2012-02-21T03:34:06Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: farm plots do not require mud on soil layers in .34.02&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Farm plots in v34.02 no longer require mud on soil layers! Plump helmets grown on un-muddied yellow sand underground. I'd prefer not to have this be the only datum in the article, though. What happened to the old version of the article? --[[User:Zombiejustice|Zombiejustice]] 03:34, 21 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=114284</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=114284"/>
		<updated>2010-05-22T16:11:53Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Forgotten beasts had many of each organ&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;
:This is also being discussed [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Template_madness|here]]. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:32, 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;br /&gt;
:::::My, one of my weapon traps &amp;quot;produced&amp;quot; a goat ''tail'', so combat produces quite a few items butchering does not. --[[User:Birthright|Birthright]] 00:23, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The beast with 13 hearts==&lt;br /&gt;
So I recently killed a Forgotten Beast. It looks like we got him to the butcher's shop in time, despite a goblin siege. I now have 26 forgotten beast brains, 13 forgotten beast hearts, 80 forgotten beast intestines, and who knows what was cooked before I noticed this abnormality. So much for the idea that only one of each type of organ can be yielded. --[[User:Zombiejustice|Zombiejustice]] 16:11, 22 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=111211</id>
		<title>v0.31 Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=111211"/>
		<updated>2010-05-18T15:11:16Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: answered my own question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Captain of the Guard/guard =&lt;br /&gt;
Any reason guard isn't capitalized?&lt;br /&gt;
Would it bother anyone if it was moved, if yes then explain why in no less than 50 words, thanks [[User:Numeral|Numeral]] 06:19, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I vote we move it. It's the way it's linked in the template, for crying out loud! Also, a bunch of the other Nobles follow nonstandard capitalization, so either way something needs to change. --[[User:SenorPwnage|Señor Pwnage]] 04:34, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Massacre at The Low Towers==&lt;br /&gt;
When appointed, the sherrif, who was a woodcutter, immediately began laying about him with an axe, killing most of my key dwarves. Their crimes? Export violation. Would having a jail have solved this? In any case, I'm promoting a weaponless, non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 11:52, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A jail does solve this, though I did make it a non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 15:11, 18 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=109933</id>
		<title>v0.31 Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=109933"/>
		<updated>2010-05-15T02:34:52Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: confirmation of weird announcement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goblin master thieves are missing - IIRC they are armed differently. Other noteable diffs? In 40d there were Kobold master thieves too, right? --[[User:Birthright|Birthright]] 22:23, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Kidnapping bug==&lt;br /&gt;
Had DF crash right after receiving alert of a successful kidnapping. Is this a known bug? Has anyone else had this happen? --[[User:Zombiejustice|Zombiejustice]] 01:59, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Caged Kobold==&lt;br /&gt;
I was looking at my stockpiles, and I noticed a cage with a kobold thief in it. How did it trigger a cage trap?&lt;br /&gt;
&lt;br /&gt;
==Overwrote Job: Kidnap By Clean Self (?)==&lt;br /&gt;
I just got this confusing announcement:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;OVERWROTE JOB: Kidnap BY Clean Self&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
The only reason for cleaning right now seems to be the slaying of the goblin ambushers by my military, but they wouldn't want to kidnap anyone, would they? --[[User:Doub|Doub]] 18:41, 14 May 2010 (UTC)&lt;br /&gt;
::Also got this message. A few frames later, a goblin thief was discovered by a stray horse foal. --[[User:Zombiejustice|Zombiejustice]] 02:34, 15 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=109931</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=109931"/>
		<updated>2010-05-15T02:33:13Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: the road to barony&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
* &amp;gt;1 road value&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements (20+ population, 100,000 created wealth, 10,000 exported wealth, constructed roads, others) the liaison will approach you about becoming a barony.  You will then have the option to promote a dwarf of your choice to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  Also, the arrival/promotion of the baron will not necessarily usher in the economy.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=109928</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=109928"/>
		<updated>2010-05-15T02:31:08Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old critera), the liason asked me to nomimate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I dont see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat&amp;diff=108582</id>
		<title>v0.31 Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat&amp;diff=108582"/>
		<updated>2010-05-12T01:12:32Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: on friendly fire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighting a forgotten beast, I was getting lots of severs from hits with the flats of blades and pommels of wooden training swords. LOTS of severs. Now, the beast was a quadroped made of snow with a bloated body and a long swinging trunk. Were these severs a bug, or because the beastie was made of snow? --[[User:Zombiejustice|Zombiejustice]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
:Different types of layers provide different types of protection. Snow monsters aren't as hard to damage as, say, an iron man. Not a bug&lt;br /&gt;
&lt;br /&gt;
== Untrained, unarmed ==&lt;br /&gt;
&lt;br /&gt;
Had a thief show up, and sent the 4 closest dwarves to KILL him - untrained, unarmed, plus a (untrained) dog.  After ''four days'' of tag team action, with the gobbo delivering various wounds to the group, they finally bruised him into an early grave.  I had saved the part where the thief arrived, so I ran it a few more times - each time uglier than the next. Red wounds, one lost hand - and each time, days and days for the gobbo to succumb. {{L|wound|Cyan}} lungs/heart/kidneys/etc, every body part yellow or red, and he would still crawl toward the map edge. I guess 4 untrained adults (and the family dog) against one psychotic child armed with a bowie knife is not as good as one might have hoped.&lt;br /&gt;
On the Skill front, one dwarf went from No Skill to Competent Fighter and Wrestler (and Dabbling Striker) - seems that Skill is now more important than anything else (like size or numbers).--[[User:Albedo|Albedo]] 23:52, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, from the reports I have been hearing, the thief having a weapon was also very important.  The long time it took to kill him was because of the untrained nature of those going after him but the reason so many of them were hurt so badly was because he had a knife more than anything else.  --[[User:PencilinHand|PencilinHand]] 15:45, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Had a nasty fight myself, a black bear snuck in near my booze and starting a maul frenzy.  I dispatched some Unarmed/Untrained and took heavy casualties.  Fight lasted several days and the Black Bear lived, bruised everywhere but alive and deadly.  Someone wrestled him through a doorway and I was able to lock it up. [[User:SlMagnvox|SlMagnvox]] 20:22, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Friendly Fire? ==&lt;br /&gt;
As far as I remember there was no friendly fire in earlier version but now I got this: Two human guards were caught in the line of fire between my marksdwarfs and a bunch of goblins and they both ended up dead with my bolts stuck in them.  Here are screenshots from the combat logs:&lt;br /&gt;
http://img248.imageshack.us/img248/3425/friendlyfire1.png&lt;br /&gt;
http://img294.imageshack.us/img294/2575/friendlyfire2.png&lt;br /&gt;
There were also goblin crossbowmen in the area, but the bolts are definitely mine.&lt;br /&gt;
&lt;br /&gt;
Not sure if the same can happen to other dwarfs but when they are also vulnerable to friendly fire it would be an important factor to consider when planning a defense strategy.&lt;br /&gt;
[[Special:Contributions/84.46.86.146|84.46.86.146]] 20:28, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I thought I remembered friendly fire from before. I think it's a function of skill... if they are very good, they always hit the target and nothing else; if they are pretty lousy, the trajectories may include other creatures or obstacles. Cannot confirm, though. --[[User:Zombiejustice|Zombiejustice]] 01:12, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=101255</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=101255"/>
		<updated>2010-04-30T19:27:56Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: answered question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Magma Workshops ===&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=100563</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=100563"/>
		<updated>2010-04-28T12:19:24Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: answered question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=99992</id>
		<title>v0.31 Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=99992"/>
		<updated>2010-04-27T11:52:43Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: a bloody tragedy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Massacre at The Low Towers==&lt;br /&gt;
When appointed, the sherrif, who was a woodcutter, immediately began laying about him with an axe, killing most of my key dwarves. Their crimes? Export violation. Would having a jail have solved this? In any case, I'm promoting a weaponless, non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 11:52, 27 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=99991</id>
		<title>v0.31 Talk:Helmet snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Helmet_snake&amp;diff=99991"/>
		<updated>2010-04-27T11:47:01Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Logic'd!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;Eating the poison itself, counterintuitively, is also perfectly safe, due to the way the game handles poisons.&amp;quot;''&lt;br /&gt;
This could make more sense than it seems. The poison causes necrotosis, therefore would require to be in the muscle tissue or bloodstream. The dwarven digestive system could contain an acid strong enough to dissolve the poison, or the mucous lining of the stomach and digestive tract could be strong enough to repel the poison.&lt;br /&gt;
And yes. I am starting a disscussion over dwarven anatomy. --[[User:Libelnon|Libelnon]] 10:03, 27 April 2010 (UTC)&lt;br /&gt;
::Since we're being pedantic, why not point out that even though it makes a certain amount of sense, once thought about, the fact that &amp;quot;eating the poison... is perfectly safe&amp;quot; is still counterintuitive, as one's intuition would be to keep it out of contact with one's critters entirely. BAM! You got '''logic'd!''' --[[User:Zombiejustice|Zombiejustice]] 11:47, 27 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:AngleWyrm&amp;diff=99815</id>
		<title>User talk:AngleWyrm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:AngleWyrm&amp;diff=99815"/>
		<updated>2010-04-27T01:32:40Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== On prepared meals ==&lt;br /&gt;
A word, if I may. You have been editing the cook page with meaningless recipes, and I am asking you to stop. I cannot, of course, expect you to comply without providing you an explanation as to why you should. To that end, take note. I say &amp;quot;meaningless&amp;quot; recipes, because the dishes prepared in DF comply with very simple laws. Easy meals take two ingredients, and are called biscuits. The type of biscuit, or rather the name, is determined '''not by any specific &amp;quot;recipe'''&amp;quot;, but simply by choosing one of the ingredients (I cannot remember if it is the first or the last). Fine and Lavish take three and four, respectively, and are named in the same way.&lt;br /&gt;
&lt;br /&gt;
In short, the name of a dish is determined '''only''' by the number of ingredients and the name of '''one''' of those ingredients. We do not need a table.&lt;br /&gt;
&lt;br /&gt;
And let me also say, since I know the written word can feel harsh, that I appreciate your initiative and enthusiasm in editing the wiki wherever you feel it needs improvement, and I hope I haven't offended you with this request.  Feel free to respond here, or on my my own talk page, should you feel a response necessary. --[[User:Zombiejustice|Zombiejustice]] 12:16, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Recipe&lt;br /&gt;
!Type&lt;br /&gt;
!Ingredients&lt;br /&gt;
|-&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits &lt;br /&gt;
|style=&amp;quot;background:#fefe88&amp;quot;|2x Plump Helmet&lt;br /&gt;
|-&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits&lt;br /&gt;
|style=&amp;quot;background:#fefe88&amp;quot;|1x Turtle, 1x Plump Helmet&lt;br /&gt;
|-&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Stew&lt;br /&gt;
|3x Plump Helmet&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Wine&lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x Plump Helmet, 1x Dwarven Wine&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Wine&lt;br /&gt;
|Roast 	&lt;br /&gt;
|1x Strawberry, 1x Plump Helmet, 2x Dwarven Wine&lt;br /&gt;
|-&lt;br /&gt;
|Wild Strawberry&lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x Plump Helmet, 1x Strawberry&lt;br /&gt;
|-&lt;br /&gt;
|Bloated Tuber&lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x Swamp Whiskey, 1x Bloated Tuber&lt;br /&gt;
|-&lt;br /&gt;
|Prickle Berry&lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x Rat Weed, 1x Prickle Berry&lt;br /&gt;
|-&lt;br /&gt;
|Wild Strawberry&lt;br /&gt;
|Stew&lt;br /&gt;
|1x donkey heart, 1x donkey brain, 1x strawberry&lt;br /&gt;
|}&lt;br /&gt;
:-Research complete. [[User:AngleWyrm|-AngleWyrm]] 20:38, 26 April 2010 (UTC)&lt;br /&gt;
:: Well done. --[[User:Zombiejustice|Zombiejustice]] 01:32, 27 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=99423</id>
		<title>v0.31:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=99423"/>
		<updated>2010-04-26T12:17:42Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: removed unnecessary, misleading table&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 kitchen is used to cook meals. For a dwarf to use the kitchen they must have the cooking labor enabled. 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.&lt;br /&gt;
&lt;br /&gt;
Although some kinds of [[food]] can be eaten raw, other food resources are only edible after a cook processed them to a part of a meal. Cooking thus increases the number of food sources available to your fortress. Eating high quality prepared food also gives dwarfen happy [[thought]]s. But it is still undetermined how much the skill of the cook and the quality of the ingredients affect the happiness generated by a meal.&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>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:AngleWyrm&amp;diff=99422</id>
		<title>User talk:AngleWyrm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:AngleWyrm&amp;diff=99422"/>
		<updated>2010-04-26T12:16:15Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: a request&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== On prepared meals ==&lt;br /&gt;
A word, if I may. You have been editing the cook page with meaningless recipes, and I am asking you to stop. I cannot, of course, expect you to comply without providing you an explanation as to why you should. To that end, take note. I say &amp;quot;meaningless&amp;quot; recipes, because the dishes prepared in DF comply with very simple laws. Easy meals take two ingredients, and are called biscuits. The type of biscuit, or rather the name, is determined '''not by any specific &amp;quot;recipe'''&amp;quot;, but simply by choosing one of the ingredients (I cannot remember if it is the first or the last). Fine and Lavish take three and four, respectively, and are named in the same way.&lt;br /&gt;
&lt;br /&gt;
In short, the name of a dish is determined '''only''' by the number of ingredients and the name of '''one''' of those ingredients. We do not need a table.&lt;br /&gt;
&lt;br /&gt;
And let me also say, since I know the written word can feel harsh, that I appreciate your initiative and enthusiasm in editing the wiki wherever you feel it needs improvement, and I hope I haven't offended you with this request.  Feel free to respond here, or on my my own talk page, should you feel a response necessary. --[[User:Zombiejustice|Zombiejustice]] 12:16, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=99363</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=99363"/>
		<updated>2010-04-26T02:01:30Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: answered question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf sking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=99362</id>
		<title>v0.31 Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thief&amp;diff=99362"/>
		<updated>2010-04-26T01:59:26Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: game crash after kidnapping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goblin master thieves are missing - IIRC they are armed differently. Other noteable diffs? In 40d there were Kobold master thieves too, right? --[[User:Birthright|Birthright]] 22:23, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Kidnapping bug==&lt;br /&gt;
Had DF crash right after receiving alert of a successful kidnapping. Is this a known bug? Has anyone else had this happen? --[[User:Zombiejustice|Zombiejustice]] 01:59, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=98558</id>
		<title>v0.31:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=98558"/>
		<updated>2010-04-24T23:57:18Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: more accurate (and complete) information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&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 kitchen is used to cook meals. For a dwarf to use the kitchen they must have the cooking labor enabled. 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.&lt;br /&gt;
&lt;br /&gt;
Although some kinds of [[food]] can be eaten raw, other food resources are only edible after a cook processed them to a part of a meal. Cooking thus increases the number of food sources available to your fortress. Eating high quality prepared food also gives dwarfen happy [[thought]]s. But it is still undetermined how much the skill of the cook and the quality of the ingredients affect the happiness generated by a meal.&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;{first ingredient} biscuit&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Fine meals require three ingredients, and will be named &amp;quot;{first ingredient} stew&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Lavish meals require four ingredients, and will be named &amp;quot;{first ingredient} roast&amp;quot;.&lt;br /&gt;
&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. This is possibly intentional (boozecooking is an exploit) but 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>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=97834</id>
		<title>v0.31:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=97834"/>
		<updated>2010-04-23T12:29:37Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Architect == Building designer: True.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplist almost every task.  Higher skills allows dwarves to accomplist tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant experience in that skill, allows the dwarf to reach higher skill levels.  &lt;br /&gt;
&lt;br /&gt;
From the string dump, it appears that the levels are:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#ccc|#ccc|&lt;br /&gt;
* {{L|Miner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Woodworker}}|#ff0|#ff0|&lt;br /&gt;
* {{L|Bowyer}}&lt;br /&gt;
* {{L|Carpenter}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Stoneworker}}|#fff|#fff|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Ranger}}|#080|#080|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Doctor}}|#808|#808|&lt;br /&gt;
* {{L|Bone doctor}}&lt;br /&gt;
* {{L|Crutch walker}}&lt;br /&gt;
* {{L|Diagnostician}}&lt;br /&gt;
* {{L|Surgeon}}&lt;br /&gt;
* {{L|Suturer}}&lt;br /&gt;
* {{L|Wound dresser}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}}|#880|#880|&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Tanner}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Fishery Worker}}|rgb(00, 00, 80)|rgb(00, 00, 80)|&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Metalsmith}}|#888|#888|&lt;br /&gt;
* {{L|Armorsmith}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Metal crafter}}&lt;br /&gt;
* {{L|Blacksmith|Metalsmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Jeweler}}|#0f0|#0f0|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Craftsdwarf}}|#00f|#00f|&lt;br /&gt;
* {{L|Bone carver}}&lt;br /&gt;
* {{L|Clothier}}&lt;br /&gt;
* {{L|Glassmaker}}&lt;br /&gt;
* {{L|Leatherworker}}&lt;br /&gt;
* {{L|Stone crafter}}&lt;br /&gt;
* {{L|Weaver}}&lt;br /&gt;
* {{L|Wood crafter}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Engineer}}|#f00|#f00|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other Jobs}}|#808|#808|&lt;br /&gt;
* {{L|Alchemist}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Administrator}}|#808|#808|&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer}}&lt;br /&gt;
* {{L|Organizer}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Military}}|#000|#000|&lt;br /&gt;
* {{L|Archer}}&lt;br /&gt;
* {{L|Armor user}}&lt;br /&gt;
* {{L|Axeman}}&lt;br /&gt;
* {{L|Biter}}&lt;br /&gt;
* {{L|Crossbowman}}&lt;br /&gt;
* {{L|Dodger}}&lt;br /&gt;
* {{L|Fighter}}&lt;br /&gt;
* {{L|Hammerman}}&lt;br /&gt;
* {{L|Kicker}}&lt;br /&gt;
* {{L|Maceman}}&lt;br /&gt;
* {{L|Shield user}}&lt;br /&gt;
* {{L|Spearman}}&lt;br /&gt;
* {{L|Striker}}&lt;br /&gt;
* {{L|Swordsman}}&lt;br /&gt;
* {{L|Wrestler}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Broker}}|#088|#088|&lt;br /&gt;
* {{L|Comedian}}&lt;br /&gt;
* {{L|Conversationalist}}&lt;br /&gt;
* {{L|Flatterer}}&lt;br /&gt;
* {{L|Intimidator}}&lt;br /&gt;
* {{L|Judge of intent}}&lt;br /&gt;
* {{L|Liar}}&lt;br /&gt;
* {{L|Negotiator}}&lt;br /&gt;
* {{L|Persuader}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other}}|#088|#088|&lt;br /&gt;
* {{L|Concentration}}&lt;br /&gt;
* {{L|Consoler}}&lt;br /&gt;
* {{L|Observer}}&lt;br /&gt;
* {{L|Pacifier}}&lt;br /&gt;
* {{L|Student}}&lt;br /&gt;
* {{L|Teacher}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.01==&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Fighter}}, {{L|Archer}}, {{L|Striker}}, {{L|Kicker}}, {{L|Biter}}, {{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Healthcare:&lt;br /&gt;
&lt;br /&gt;
{{L|Wound dresser}}, {{L|Diagnostician}}, {{L|Surgeon}}, {{L|Bone doctor|Bone Doctor}}, {{L|Suturer}} ''(stitching wounds)'', {{L|Crutch walker|Crutch Walker}} ''(this is for patients rather than doctors)''&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
{{L|Miscellaneous object user}}, {{L|Student}}, {{L|Concentration}}, {{L|Observer}}, {{L|Leader}}, {{L|Teacher}},&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=97483</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=97483"/>
		<updated>2010-04-22T19:23:02Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: how to get dwarves sparring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97438</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97438"/>
		<updated>2010-04-22T17:24:10Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strengh. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;br /&gt;
&lt;br /&gt;
:I think this is a terminology question that might be more appropriate in the discussion page you linked.  In fact, I am sure that is what this is.  --[[User:PencilinHand|PencilinHand]] 04:27, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bronze is the new steel? ==&lt;br /&gt;
&lt;br /&gt;
From the table, it looks like bronze is 'better' than steel for blunt weapons, and maybe almost as good for bladed ones? Am I reading this right? Can someone with more DF/Science knowledge make a chart for the rest of us that lists the metals from best to worst in terms of a) Bladed weapons, b) Blunt weapons, and c) Armor? That would be nice, because that chart now is informative, but not, er, helpful. --[[User:Zombiejustice|Zombiejustice]] 17:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well Mr. mysteriouspersonwhoforgotto[http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal#Z signhisnamelikezoro], that seems like a reasonable request.  I will see what I can do.  --[[User:PencilinHand|PencilinHand]] 17:09, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Whoops! Embarassing. And thank you.&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheese&amp;diff=97333</id>
		<title>v0.31 Talk:Cheese</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheese&amp;diff=97333"/>
		<updated>2010-04-22T16:16:51Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: non-cookable milk is still made into cheese&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes in the Cheese Industry==&lt;br /&gt;
Supposedly, cows can now be milked. From this I infer other creatures can as well. Can anyone verify what creatures are milkable?&lt;br /&gt;
&lt;br /&gt;
Cow cheese is worth 50,&lt;br /&gt;
Donkey 50,&lt;br /&gt;
Horse 50,&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
In other words, common cheeses are worth much less / very little now in the food industry. A table needs to be made, but I don't know of all of the available cheeses yet.&lt;br /&gt;
&lt;br /&gt;
Toady also mentioned that dwarves should not eat purring maggots so frequently now. Can anyone verify this?&lt;br /&gt;
&lt;br /&gt;
== Don't cook the milk ==&lt;br /&gt;
Confirmed that, unlike 40d, milk will still be made into cheese if cooking of milk is turned off in the kitchen z-menu. Hoo-ray! --[[User:Zombiejustice|Zombiejustice]] 16:16, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97248</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97248"/>
		<updated>2010-04-22T14:44:53Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Can we get a better material chart?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strengh. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;br /&gt;
&lt;br /&gt;
:I think this is a terminology question that might be more appropriate in the discussion page you linked.  In fact, I am sure that is what this is.  --[[User:PencilinHand|PencilinHand]] 04:27, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bronze is the new steel? ==&lt;br /&gt;
&lt;br /&gt;
From the table, it looks like bronze is 'better' than steel for blunt weapons, and maybe almost as good for bladed ones? Am I reading this right? Can someone with more DF/Science knowledge make a chart for the rest of us that lists the metals from best to worst in terms of a) Bladed weapons, b) Blunt weapons, and c) Armor? That would be nice, because that chart now is informative, but not, er, helpful.&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ramp&amp;diff=97247</id>
		<title>v0.31:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ramp&amp;diff=97247"/>
		<updated>2010-04-22T14:33:59Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: Updated to DF2010, verified some info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
A '''ramp''' is a map feature that allows dwarves, wagons, and other creatures to move between levels. When viewed with {{k|k}} they are called '''slopes''', and they occur naturally on most maps acting as hillsides. Dwarves may make them by digging with {{k|d}} + {{k|r}} from below or with {{k|d}} + {{k|h}} from above, or construction with {{k|b}} + {{k|C}} + {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that {{L|wagon}}s can move between levels in order to access a {{L|trade depot}}. Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.&lt;br /&gt;
&lt;br /&gt;
Ramps are shown with the ▲ symbol (pointing &amp;quot;up&amp;quot;). The space above a ramp is shown as a ▼ and called a &amp;quot;downward slope&amp;quot;. A downward slope is not an independent feature (as opposed to a downward stair), but rather a counterpoint to the upward slope below it; it functions otherwise as open space -- the ▼ symbol is more of a display nicety than a type of terrain. When the rest of this article refers to ramps, the upward (▲) space is meant.&lt;br /&gt;
&lt;br /&gt;
Note that ramps function similarly to floors in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Natural or carved ramps that are adjacent to walls will collapse (disappear) if those walls are mined out. This can strand dwarfs, so be careful when removing walls near those ramps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 In addition, trying to carve a ramp under something that cannot be dug out (such as a {{L|construction}}, {{L|building}}, or {{L|tree}}) will result a slope, but leave the upper floor intact. This may create a {{L|cave-in}} situation dangerous to your miners.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps will not collapse, and it is possible to create carved free-standing ramps as well, but the ramps will still not be usable without adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Using Ramps ==&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|right|'''Example A:''' An unusable ramp]]&lt;br /&gt;
&lt;br /&gt;
Unlike stairs, ramps do not feed every lower and upper tile they are adjacent to, which can cause {{L|path}}ing problems if used incorrectly.  A ramp only connects the ramp bottom to the tops of walls adjacent to the ramp.&lt;br /&gt;
&lt;br /&gt;
For a creature to use a ramp, all of the following are necessary:&lt;br /&gt;
&lt;br /&gt;
# The space directly above the ramp must be open.&lt;br /&gt;
# The ramp must have a wall next to it.&lt;br /&gt;
# The space above one of the adjacent walls must be open.&lt;br /&gt;
&lt;br /&gt;
If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall.&lt;br /&gt;
&lt;br /&gt;
'''Example A''' shows a situation where a ramp might be created that is actually unusable. Dwarfs cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp do not connect to the &amp;quot;top&amp;quot; of the ramp, the entrance/exit to the upper part. The ramp could be made usable by constructing walls underneath the floor spaces on either side of the ramp, which changes the direction that the ramp flows.&lt;br /&gt;
&lt;br /&gt;
{{Template:-}}&lt;br /&gt;
&lt;br /&gt;
== Creating Ramps ==&lt;br /&gt;
&lt;br /&gt;
There are three ways for your dwarves to create ramps. The first is to carve a ramp into the earth itself (see {{L|mining}}). Dwarves can dig out ramps from adjacent spaces on the same z-level or the ones above. Dwarves can also channel from above, which will result in a ramp below 'iff' there is an adjacent wall. Digging a ramp from below will also dig out the space above as if it were channeled.&lt;br /&gt;
&lt;br /&gt;
The second way to make a ramp is to {{L|construction|construct}} one out of building materials such as {{L|stone}} or {{L|wood}}, or any {{L|block}}s or {{L|bar}}s.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarfs do not seem to be using the ramps they have made.&lt;br /&gt;
&lt;br /&gt;
== Removing Ramps ==&lt;br /&gt;
&lt;br /&gt;
Natural and carved ramps can be destroyed via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. Ramps at the edge of the map cannot be removed this way.&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface).&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Channeling ==&lt;br /&gt;
&lt;br /&gt;
Ramps are well suited to carving rooms spanning multiple z-levels. Unlike channeling miners won't encounter pathing issues for the last tiles to be dug out. &lt;br /&gt;
For example, to build a dining room three z-levels high, create access to the middle floor (such as digging a single ramp up from the bottom floor, or mining out a square of the top floor). Designate the second floor as ramps to dig it and the top floor out entirely, then dig out the bottom level as ramps. Remove the ramps on the bottom floor, and voila, you have a large dining room your dwarves won't appreciate*.&lt;br /&gt;
:&amp;lt;sup&amp;gt;''(* Because room designations never span z-levels, and just cover the one level from the item that designates them.)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.&lt;br /&gt;
&lt;br /&gt;
It's also possible to use ramps to dig moats on the surface without sending your dwarves outside, by mining out a hallway around the outside of the moats and using ramps. Invaders will not be able to path into your fortress, and dwarves will not be able to path beyond the moat, so the miners should be completely safe from ambushes (though not missile fire, of course). This is a useful method for building the base of a sniper tower far from the entrance to your fortress, for example.&lt;br /&gt;
&lt;br /&gt;
[[File:SafeChannelWithRamps.png|Digging a moat safely from below.]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
{{Category|Map tiles}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ramp&amp;diff=97243</id>
		<title>v0.31 Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ramp&amp;diff=97243"/>
		<updated>2010-04-22T14:22:51Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: I'll fix the article, then.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like someone just copied over the 40d stuff.  Most of it is OK, but the section on Channeling vs ramps is not right.--[[User:Kwieland|Kwieland]] 13:42, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm on this. --[[User:Zombiejustice|Zombiejustice]] 14:22, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=97239</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=97239"/>
		<updated>2010-04-22T14:20:21Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: answered query&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went beserk.Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming thats what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting swarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuf I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I had a strange mood (possessed) with 17 dwarves, so the 'atleast 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
&lt;br /&gt;
Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occured at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Culture&amp;diff=97234</id>
		<title>v0.31 Talk:Culture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Culture&amp;diff=97234"/>
		<updated>2010-04-22T14:10:46Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: explanation for removal of deletion tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;{{del|This article is not helpful, and it does not make clear that these dances are not actually in game.}}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I say boo on that. I enjoyed the article, why not leave it in? It's clearly satirical, and no more deliberately false than other DfD articles. --[[User:Zombiejustice|Zombiejustice]] 14:10, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=96861</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=96861"/>
		<updated>2010-04-21T14:41:23Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: snow beasties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. &lt;br /&gt;
&lt;br /&gt;
I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain&amp;lt;br /&amp;gt;&lt;br /&gt;
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;br /&gt;
:There are some circumstances making creatures quite immune.&lt;br /&gt;
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)&lt;br /&gt;
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Chunk&amp;diff=96859</id>
		<title>Talk:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Chunk&amp;diff=96859"/>
		<updated>2010-04-21T14:37:30Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: answered question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do chunks no longer appear? Have they been replaced by parts? --[[Special:Contributions/74.60.163.195|74.60.163.195]] 03:10, 17 April 2010 (UTC)&lt;br /&gt;
:More or less. There was a butchery overhaul. Most organs are now edible, but we still have a few unusable bits (cartilige, hair, nervous tissue). It's a good thing. Czech out the butcher shop page for more info. --[[User:Zombiejustice|Zombiejustice]] 14:37, 21 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
jake did you check if you gave yourself admin rights -- cam&lt;br /&gt;
&lt;br /&gt;
hiya&lt;br /&gt;
look at me-jason&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=96374</id>
		<title>v0.31 Talk:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=96374"/>
		<updated>2010-04-20T21:31:16Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created this page - until someone learns the full military interface, this is all(?) they need. It's all I needed.  Might be better moved to a diff title, like &amp;quot;To kill a thief&amp;quot;, but this is what I thought of first.--[[User:Albedo|Albedo]] 01:02, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure if I agree with the need for this article, If it does stay around, it needs to be cleaned up. [[User:Doctorzuber|Doctorzuber]] 08:30, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If you understand how military works, you don't need this article.  The &amp;quot;need&amp;quot; for this article is, as I said above, for those who don't want to slog through 3 long, complex articles to fully understand {{L|military}}, {{L|squad}}s and {{L|scheduling}} just to have a couple nearby dwarfs run off a tribe of macaques or raccoons in the first season. (Not sure what &amp;quot;cleaning up&amp;quot; you think it needs, but knock yourself out.)--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree that there is an audience for this article. It should probably be linked from the tutorial or quickstart guide. --[[User:Zombiejustice|Zombiejustice]] 21:31, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Don't make no sense==&lt;br /&gt;
Why have the commander be someone you DON'T want fighting? Why the doctor? --[[User:Zombiejustice|Zombiejustice]] 03:54, 20 April 2010 (UTC)&lt;br /&gt;
:&amp;lt;sigh&amp;gt; Okay, fair enough. (Altho' this discussion really doesn't belong here, but...)&amp;lt;br /&amp;gt;&lt;br /&gt;
:This article is not about &amp;quot;permanent&amp;quot; military, but only about short-term, &amp;quot;right now&amp;quot; military, right? So, you want to use the &amp;quot;nearest&amp;quot; dwarfs, not wait for those who are trained - and might be across the map.  So while you ''can'' designate a squad off your Militia Commander, you won't want to unless they happen to be right there by the target - unlikely.  So you find the ''nearest'' dwarf (or so), make ''them'' a militia captain (for this effort only), and build off of them.&lt;br /&gt;
&lt;br /&gt;
:Why not the doctor? Simply because you don't want your doctor to get hurt or die! Who will patch them up? Who will patch up anyone else?! If you make the doctor the M Commander, and have a policy to never build a squad off of that designated noble, then they will never be sent off toward trouble.  That, and since the Commander has no skills that matter, you'll never(?) have to replace that position because the old one ran off and got themself killed.&lt;br /&gt;
&lt;br /&gt;
:But if that still &amp;quot;don't make sense&amp;quot; and you want to send your doctor into battle, don't let ''me'' stop you!--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Are you angry? I'm not calling you out, I'm just naturally curious about other people's play styles. Your explanation here clarified the points of my confusion; I think the article could benefit from parts of it. I'll edit them in. --[[User:Zombiejustice|Zombiejustice]] 21:23, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Attack&amp;diff=96373</id>
		<title>v0.31:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Attack&amp;diff=96373"/>
		<updated>2010-04-20T21:29:33Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: clarifications and minor rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
:''(See the {{L|Military}} article for a full discussion of how to manipulate squads and options with your military, like arming or armouring them, among many other important concepts.  This article is for unarmed, immediate response only, the most basic concept.)''&lt;br /&gt;
&lt;br /&gt;
The military menus (plural) can be confusing at first. You should learn how they work.  But if you haven't done that, and all you want/need to do is deal with a minor target ''right now'', without any complex preparation, no armour or weapons, perhaps a {{L|thief}}, perhaps a {{L|creature}}, this is the easiest way to do it (short of relying on {{L|Kennel#Trainable_Animals|attack animals}} or {{L|trap design|complex traps}})...&lt;br /&gt;
&lt;br /&gt;
:*1) '''Pause''' the game (by hitting {{k|spacebar}}). &lt;br /&gt;
&lt;br /&gt;
:*2) In the '''{{k|n}}obles menu''', assign a &amp;quot;militia commander&amp;quot;. Select a dwarf you ''don't'' plan to use for this skirmish - maybe your Doctor, who you ''never'' want on the battlefield.  When you do that, you'll notice a new position appears at the bottom, &amp;quot;militia captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::*2.1) Assign one of the dwarves you ''do'' want to use for this skirmish to &amp;quot;militia captain&amp;quot;. Another slot for &amp;quot;militia captain&amp;quot; will appear below that - ignore it, and {{k|Esc}} out of that menu.&lt;br /&gt;
&lt;br /&gt;
:*3) Open the '''{{k|m}}ilitary menu'''. Use the up/down arrows to highlight the &amp;quot;militia captain&amp;quot; and hit {{k|c}}reate squad. This squad, led by the dwarf you've already chosen, will be the ones you send to deal with the problem.&lt;br /&gt;
&lt;br /&gt;
::: When prompted, use the up/down arrows to highlight &amp;quot;'''no uniforms'''&amp;quot;, and hit {{k|Enter}}.  You should see the name of the squad and the captain you just assigned. &lt;br /&gt;
&lt;br /&gt;
::*3.1) Use the left/right/up/down arrows to highlight an &amp;quot;AVAILABLE&amp;quot; slot, and then choose the next dwarf you want in that squad. You can {{k|Esc}}ape to check the map and ID your dwarves and then come back to this {{k|m}}ilitary screen to finish filling in the squad.&lt;br /&gt;
&lt;br /&gt;
::*3.2) Once you have all the dwarves you want, hit {{k|u}} for &amp;quot;supplies&amp;quot;.  Use the {{k|-}}/{{k|+}} keys to select &amp;quot;'''Do not carry water'''&amp;quot;, and the {{k|/}}/{{k|*}} keys to select &amp;quot;'''Do not carry food'''&amp;quot;. (You do want fast response, and not a long-term patrol, right?)  Hit {{k|Esc}} to return the map, or {{k|p}}ositions to add some more dwarves.&lt;br /&gt;
&lt;br /&gt;
:*4) Now open the '''{{k|s}}quads sub-window'''.  &lt;br /&gt;
&lt;br /&gt;
::*4.1) Hit {{k|A}}ll (''capital'' &amp;quot;A&amp;quot;) to select all the members of that squad.&lt;br /&gt;
&lt;br /&gt;
::*4.2) Hit {{k|k}} to attack ({{k|k}}ill!) a target.  Now you have several ways to choose your target - or more than one target, depending on the method...&lt;br /&gt;
&lt;br /&gt;
:::* If you move the cursor over the target, you can hit {{k|Enter}}.&lt;br /&gt;
:::* Hit {{k|l}}ist for a list of possible targets. The actual creatures/targets will flash on the main map with their identifying letter to aid you in differentiating.&lt;br /&gt;
:::* If you have a number of targets, you can move the cursor and hit {{k|Enter}} to form the opposite corners of a (highly visible!) rectangle - all non-friendly creatures within that area will then be targeted.&lt;br /&gt;
&lt;br /&gt;
:::The squad should now be listed as assigned to &amp;quot;Kill _____&amp;quot;, flashing in red at the top of the sub-window.  Once you see that, hit {{k|Esc}}...&lt;br /&gt;
&lt;br /&gt;
:*5) ...And '''un-pause''' the game.&lt;br /&gt;
&lt;br /&gt;
:(When the deed is done, simply go into the {{k|m}}ilitary screen, select that squad, and {{k|d}}elete that squad. Since the dwarves have no equipment/weapons, they won't drop anything, and will simply find a new job and wander back to work.)&lt;br /&gt;
&lt;br /&gt;
Note that unarmed, untrained dwarves are not very impressive in their death-dealing abilities, not even against minor opponents - and one with a knife can prove to be quite dangerous. Sending four or more against a goblin/kobold thief will eventually kill the little bugger, but not before some injuries to the home team. &lt;br /&gt;
&lt;br /&gt;
For a truly safe response system, you need regular military - and to expand on this by reading and understanding the {{L|military}} and related articles.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=96368</id>
		<title>v0.31 Talk:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=96368"/>
		<updated>2010-04-20T21:23:39Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: response, gonna edit the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created this page - until someone learns the full military interface, this is all(?) they need. It's all I needed.  Might be better moved to a diff title, like &amp;quot;To kill a thief&amp;quot;, but this is what I thought of first.--[[User:Albedo|Albedo]] 01:02, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure if I agree with the need for this article, If it does stay around, it needs to be cleaned up. [[User:Doctorzuber|Doctorzuber]] 08:30, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If you understand how military works, you don't need this article.  The &amp;quot;need&amp;quot; for this article is, as I said above, for those who don't want to slog through 3 long, complex articles to fully understand {{L|military}}, {{L|squad}}s and {{L|scheduling}} just to have a couple nearby dwarfs run off a tribe of macaques or raccoons in the first season. (Not sure what &amp;quot;cleaning up&amp;quot; you think it needs, but knock yourself out.)--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Don't make no sense==&lt;br /&gt;
Why have the commander be someone you DON'T want fighting? Why the doctor? --[[User:Zombiejustice|Zombiejustice]] 03:54, 20 April 2010 (UTC)&lt;br /&gt;
:&amp;lt;sigh&amp;gt; Okay, fair enough. (Altho' this discussion really doesn't belong here, but...)&amp;lt;br /&amp;gt;&lt;br /&gt;
:This article is not about &amp;quot;permanent&amp;quot; military, but only about short-term, &amp;quot;right now&amp;quot; military, right? So, you want to use the &amp;quot;nearest&amp;quot; dwarfs, not wait for those who are trained - and might be across the map.  So while you ''can'' designate a squad off your Militia Commander, you won't want to unless they happen to be right there by the target - unlikely.  So you find the ''nearest'' dwarf (or so), make ''them'' a militia captain (for this effort only), and build off of them.&lt;br /&gt;
&lt;br /&gt;
:Why not the doctor? Simply because you don't want your doctor to get hurt or die! Who will patch them up? Who will patch up anyone else?! If you make the doctor the M Commander, and have a policy to never build a squad off of that designated noble, then they will never be sent off toward trouble.  That, and since the Commander has no skills that matter, you'll never(?) have to replace that position because the old one ran off and got themself killed.&lt;br /&gt;
&lt;br /&gt;
:But if that still &amp;quot;don't make sense&amp;quot; and you want to send your doctor into battle, don't let ''me'' stop you!--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Are you angry? I'm not calling you out, I'm just naturally curious about other people's play styles. Your explanation here clarified the points of my confusion; I think the article could benefit from parts of it. I'll edit them in. --[[User:Zombiejustice|Zombiejustice]] 21:23, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=96259</id>
		<title>v0.31 Talk:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bars&amp;diff=96259"/>
		<updated>2010-04-20T14:38:53Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: don't know enough to edit article myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I am confused now which of bar/bars to use. Before (40d) bars referred to the floor/vertical bars), and bar referred to a metal/ash/coal/soap bar. Now, both seem to change to the second meaning.  Please de-confuse me! [[User:Matakuka|Matakuka]] 09:43, 17 April 2010 (UTC) (running around babbling)&amp;lt;/s&amp;gt;&lt;br /&gt;
:De-confused now. I think. Maybe not. Or else. Anyway. [[User:Matakuka|Matakuka]] 10:11, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==strikethrough?==&lt;br /&gt;
&lt;br /&gt;
What's with the strikethrough on this whole article? If it's a typo, fix it; if the info's bad, excise it. --[[User:Zombiejustice|Zombiejustice]] 14:38, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=95941</id>
		<title>v0.31 Talk:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=95941"/>
		<updated>2010-04-20T03:54:18Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: question about the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created this page - until someone learns the full military interface, this is all(?) they need. It's all I needed.  Might be better moved to a diff title, like &amp;quot;To kill a thief&amp;quot;, but this is what I thought of first.--[[User:Albedo|Albedo]] 01:02, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Don't make no sense==&lt;br /&gt;
Why have the commander be someone you DON'T want fighting? Why the doctor? --[[User:Zombiejustice|Zombiejustice]] 03:54, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Construction&amp;diff=95687</id>
		<title>v0.31 Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Construction&amp;diff=95687"/>
		<updated>2010-04-19T16:12:01Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Too close to edge ==&lt;br /&gt;
I tried to damp the brook (see project at my page) and got strange warning when tried to place a wall closer than 6 squares from map edge - '''Too close to edge'''. The Fortifications show the same warning, while other constructions - floors, stairs, ramps can be easily built.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, some of buildings/furniture refuse to be placed near the edge:&amp;lt;br /&amp;gt;&lt;br /&gt;
Beds, chairs, tables, coffins cannot be placed anywhere outside. When closer than 6 squares to map edge it shows &amp;quot;too close&amp;quot; warning, elsewhere it shows &amp;quot;must be inside&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor stands, doors, floodgates, floor hatches, floor or wall grates, floor or bertical bars, cabinets, containers, trap components, supports, restraints, cages, archery targets, machine conponents - cannot be placed at outside squares closer than 6 squares to map edge - shows &amp;quot;too close&amp;quot; warning. Inside squares are ok anywhere.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bridges can be placed anywhere (what about raising bridge, that transforms into a wall? experiments needed!). Roads behave the same.&amp;lt;br /&amp;gt;&lt;br /&gt;
Workshops, furnaces, kennels, farm plots should be at least 6 squares away from edge. Trade depot - even 10 squares!&amp;lt;br /&amp;gt;&lt;br /&gt;
Statues, windows, well, siedge engines weren't tested.&lt;br /&gt;
--[[User:Peregarrett|Peregarrett]] 07:54, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's all as expected from previous versions. Btw, are you ''damming'' or ''damping'' your brook? ;) --[[User:Birthright|Birthright]] 14:45, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn that brook! Always meddling, always interfering! I'll get you next time... NEXT TIME! --[[User:Zombiejustice|Zombiejustice]] 16:12, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=95686</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=95686"/>
		<updated>2010-04-19T15:54:15Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: sp: alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
Note that soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot;, be it a goblin, alligator or even a hoary marmot. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are. Removing them from their squads &amp;quot;works&amp;quot;, for a certain value of &amp;quot;works&amp;quot;, but has additional downsides. (Now aren't we happy that the 40d 'don't attack dangerous animals' option is replaced with this more sophisticated system')&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}}s (they often carry more than one) they ''carry'' (not necessarily what you 've assigned them) or use {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. In previous versions only champions could wield artifact weapons/armor, but Toady has mentioned that this is no longer the case {{verify}}.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. This does not necessarily mean he will ever work again; usually he will keep training in the barracks. Recruits; dwarves who have not specialized in a fighting style, are technically militia-dwarves who are supposed to still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in {{L|slash}} damage, also known as the fine art of severing limbs. Due to bugs in the combat system this seem to be by far the most effective skill.  &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. There are mixed reports on whether this feature is bugged {{version|0.31.03}}. Dwarves will train with whatever weapon they carry. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flasks}}, {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=94664</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=94664"/>
		<updated>2010-04-17T22:59:05Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: beaks: I've seen 'em!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;
* 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;
==edible==&lt;br /&gt;
I can verify as edible all mentioned in the article except eyes so far. --[[User:Old Ancient|Old Ancient]] 17:57, 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;
==Animals MUST be in refuse pile?==&lt;br /&gt;
I know for certain that my butcher shop butchered a giant eagle that my dogs killed (with barely a scratch on them too, strangely). The shop automatically popped up with &amp;quot;butcher an animal&amp;quot; and my fort was desperate for food, so I was watching this very closely. It took him a millenia it seems, but my butcher eventually got around to it and landed me some much needed 30 meat, along with various other parts which should still be in the butchers shop. I gave up the fort not long after due to pathing errors so the save is still available to check out. [[Special:Contributions/203.97.255.73|203.97.255.73]] 10:08, 11 April 2010 (UTC)&lt;br /&gt;
:The corpse has to be reasonably close to the butcher's shop to be butchered. Placing it in a nearby stockpile is one way to ensure that this is the case. --[[User:Zombiejustice|Zombiejustice]] 16:38, 11 April 2010 (UTC)&lt;br /&gt;
::Ahh, that makes sense then, the corpse landed about 8 squares away from my butchers shop.Thanks for the clarification : ) [[Special:Contributions/203.97.255.73|203.97.255.73]] 00:11, 12 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;
&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;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=94663</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=94663"/>
		<updated>2010-04-17T22:56:31Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: responding to taunts with earnest requests for information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=93863</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=93863"/>
		<updated>2010-04-16T19:33:33Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: commented on and answered questions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions=&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trade_good&amp;diff=93862</id>
		<title>v0.31 Talk:Trade good</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trade_good&amp;diff=93862"/>
		<updated>2010-04-16T19:29:26Z</updated>

		<summary type="html">&lt;p&gt;Zombiejustice: weights of various trade goods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trade Good Weights==&lt;br /&gt;
I'm interested in figuring out the relative weights of various trade goods. My stone toys seem to come out at 2kg, but I have a suspicion crafts or goblets might be lighter. Does anyone have any knowledge on this, or should I do my own research later? --[[User:Zombiejustice|Zombiejustice]] 17:39, 15 April 2010 (UTC)&lt;br /&gt;
:My own research it is. Rock crafts come in &amp;lt;1kg, 1kg, 2kg, and 8kg. Rock mugs come out in sets of three, so it hardly matters (to me). Rock instruments, 10kg. --[[User:Zombiejustice|Zombiejustice]] 19:29, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zombiejustice</name></author>
	</entry>
</feed>