https://dwarffortresswiki.org/api.php?action=feedcontributions&user=GeloMor&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T13:57:06ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=Procedural_graphics_layer&diff=298402Procedural graphics layer2024-03-09T12:58:58Z<p>GeloMor: Interwiki link</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
{{Modding}}<br />
<br />
A list of all '''procedural graphics layer tokens''', used for [[Creature token#PCG_LAYERING|PCG_LAYERING]] tokens.<br />
<br />
{| {{prettytable}} class="sortable"<br />
|- style='background-color:#ddd'<br />
! Token<br />
|-<br />
| {{text_anchor|BEAST_AMORPHOUS}}<br />
|-<br />
| {{text_anchor|BEAST_AMORPHOUS_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SNAKE_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_LONG_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_WORM_SHORT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_PROBOSCIS}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_INSECT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SPIDER_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SCORPION_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_HUMANOID_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_FRONT_GRASP_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_BULKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_QUADRUPED_SLINKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_WALRUS_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_AMORPHOUS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_AMORPHOUS_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SNAKE_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_LONG_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WORM_SHORT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_PROBOSCIS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_INSECT_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SPIDER_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_SCORPION_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_HUMANOID_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_SHELL_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_HEX}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_OCT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_HORNS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT}}<br />
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| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TRUNK}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_MANDIBLES}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_LACY_BACK}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_LACY_FRONT}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_BAT_BACK}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_EYE_ONE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_EYE_TWO}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_EYE_THREE}}<br />
|-<br />
| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_ONE}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_TWO}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_SHELL_BACK}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_TRUNK}}<br />
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| {{text_anchor|BEAST_SMALL_WALRUS_ANTENNAE}}<br />
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| {{text_anchor|WEREBEAST_ANTEATER}}<br />
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| {{text_anchor|WEREBEAST_ANTELOPE}}<br />
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| {{text_anchor|WEREBEAST_BEAVER}}<br />
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| {{text_anchor|WEREBEAST_BUFFALO}}<br />
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| {{text_anchor|WEREBEAST_BULL}}<br />
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| {{text_anchor|WEREBEAST_CAPYBARA}}<br />
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| {{text_anchor|WEREBEAST_CAMEL}}<br />
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| {{text_anchor|WEREBEAST_CAT}}<br />
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| {{text_anchor|WEREBEAST_CAVY}}<br />
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| {{text_anchor|WEREBEAST_CHAMELEON}}<br />
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| {{text_anchor|WEREBEAST_CIVET}}<br />
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| {{text_anchor|WEREBEAST_COATI}}<br />
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| {{text_anchor|WEREBEAST_HEDGEHOG}}<br />
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| {{text_anchor|WEREBEAST_HORSE}}<br />
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| {{text_anchor|WEREBEAST_HYENA}}<br />
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| {{text_anchor|WEREBEAST_IGUANA}}<br />
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| {{text_anchor|WEREBEAST_JACKAL}}<br />
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| {{text_anchor|WEREBEAST_KANGAROO}}<br />
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| {{text_anchor|WEREBEAST_KOALA}}<br />
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| {{text_anchor|WEREBEAST_LLAMA}}<br />
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| {{text_anchor|WEREBEAST_LORIS}}<br />
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| {{text_anchor|WEREBEAST_MAMMOTH}}<br />
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| {{text_anchor|WEREBEAST_MARMOT}}<br />
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| {{text_anchor|WEREBEAST_MONITOR_LIZARD}}<br />
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| {{text_anchor|WEREBEAST_MOOSE}}<br />
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| {{text_anchor|WEREBEAST_MOUSE}}<br />
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| {{text_anchor|WEREBEAST_OPOSSUM}}<br />
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| {{text_anchor|WEREBEAST_PANDA}}<br />
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| {{text_anchor|WEREBEAST_PANGOLIN}}<br />
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| {{text_anchor|WEREBEAST_PANTHER}}<br />
|-<br />
| {{text_anchor|WEREBEAST_PIG}}<br />
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| {{text_anchor|WEREBEAST_PORCUPINE}}<br />
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| {{text_anchor|WEREBEAST_RABBIT}}<br />
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| {{text_anchor|WEREBEAST_SHREW}}<br />
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| {{text_anchor|WEREBEAST_SKINK}}<br />
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| {{text_anchor|WEREBEAST_SLOTH}}<br />
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| {{text_anchor|WEREBEAST_SQUIRREL}}<br />
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| {{text_anchor|WEREBEAST_WOMBAT}}<br />
|-<br />
| {{text_anchor|WEREBEAST_ZEBRA}}<br />
|}<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}<br />
[[ru:Procedural graphics layer]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Fire_imp&diff=297570Fire imp2024-02-13T04:19:33Z<p>GeloMor: Same as grimelings</p>
<hr />
<div>{{Quality|Fine}}<br />
{{Creaturelookup/0<br />
|image=fire_imp_sprite.png<br />
|wiki=no<br />
|bone=4<br />
|meat=7<br />
|fat=7<br />
|skull=1<br />
|intestines=1<br />
|skin=hide<br />
|contrib=no}}<br />
{{av}}<br />
{{creaturedesc}}<br />
'''Fire imps''' are small, hostile [[creature]]s straight from the [[magma sea]], emerging in groups of 3-4 mayhem-minded individuals. Only a little bigger than a [[cat]], the threat they pose comes in the form of their special attacks; they are able to throw large [[Fire|fireballs]] and launch jets of flame from their hands, which can ignite whole landscapes and immediately turn your [[Dwarf|dwarves]] into [[fire|‼dwarves‼]]. All fire imps are born with Legendary [[skill]] in [[Climber|climbing]].<br />
<br />
If breaching the magma sea to use its [[magma]], one should expect to face fire imps sooner or later. [[Trap|Take measures]] when you spot some in a nearby magma pipe, and equip your [[military]] with shields in hopes they won't be ignited when facing them. Attempting to [[Water|drown]] fire imps is futile, as like all other magma-dwellers, they don't need to breathe. They are also able to open unforbidden [[door]]s, meaning these can't be used to block them. To avoid unwanted [[fun]] when dealing with fire imps and other nasty magma-dwelling creatures, you can have a narrow [[channel]] leading between your source and the point you want to send it to, then put in a magma-safe [[grate]] or set of [[bars]] ([[fortification]]s are useless when submerged, as creatures can swim through them). Beware, though, that [[magma man|magma men]] and [[fire man|fire men]] can and will [[building destroyer|destroy]] such barriers.<br />
<br />
A safer, but more complicated way to do this is having a floor grate cover the magma intake point and getting magma from it through a [[pump]]. Due to building-destroying mechanics, floor grates can't be destroyed from below. Pumps can take magma from a grated source. The pump and grate should obviously be magma-safe. Also, the pump should be powered, not manually operated - a dwarf operating the pump would be in line of fire should an imp find itself under the grate.<br />
<br />
Fire imps are [https://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons] (a [[dog]] can take care of them, provided they're not ignited), but resist heat much more than most creatures, only taking damage at {{ct|15000}}. This makes them immune to fire and magma (obviously), but not [[dragonfire]]. It is possible for fire imps and other magma-resident creatures to travel to the surface via a [[volcano]]; if you are building near a volcano, and your dwarves get set on fire for no apparent reason, look around for a fire imp in the volcano. You can try channeling to the surface of the magma and baiting it or just dump water on it from above. They are one of the few renewable sources of fire-proof leather, aside from [[demon|spoilers]].<br />
<br />
[[File:fireball_sprite_anim.gif|thumb|32px|left|Fireball sprite.]]In an amusing example of the intricacies of ''Dwarf Fortress'', fire imps cannot get [[syndrome|fevers]]. It makes sense when you know what a fever is (higher body temperature, by a few degrees), and the fact that fire imps are extremely resistant to high temperatures. This is not likely to affect gameplay unless you expose them to an appropriate [[Weather#Evil weather|evil weather]] or if [[modding]] is involved. Despite their humanoid anatomy, fire imps are not intelligent creatures and therefore your dwarves will be more than eager to [[butcher]] them for a small quantity of returns; their fire resistance is inherited by their returns, and the tanned [[Skin|hide]] of a fire imp can be used to create fireproof [[leather]] items. Curiously, fire imps are all genderless and biologically immortal, and rather than [[blood]], they have gray-colored goo as their bodily fluids. [[Adventurer mode|Adventurers]] are able to smell fire imps with {{k|o}}, with them being described as smelling like "smoke".<br />
<br />
Some dwarves [[Preferences|like]] fire imps for their ''terrifying features''.<br />
<br />
[[File:Fire_imp.png|thumb|center|Admired for its ''terrifying features''.<br><small>''Art by Fault''</small>]]<br />
<br />
==Trivia==<br />
Initially graphic release featured a baby imp sprite. It was removed from the game later because fire imps are adults at birth.<br />
<gallery widths=200px heights=120px><br />
File:fire_imp_sprites.png|Comparison of adult and baby imps<br />
</gallery><br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Grimeling&diff=297467Grimeling2024-02-05T14:51:38Z<p>GeloMor: Worth mentioning</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{Creaturelookup/0<br />
|image=grimeling_sprite.png<br />
|wiki=no<br />
|contrib=yes<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Grimelings''' are exceptionally rare, [[evil]]-aligned [[creature]]s found in evil [[wetland]]s, resembling humanoids made out of waterlogged weeds. They stand as tall as a [[human]] and spawn one at a time, lurking in the [[water]] and attacking [[dwarves]] who get too close. All grimelings possess Legendary [[skill]] in [[Climber|climbing]].<br />
<br />
Grimelings are interesting creatures, different from the [[Troll|usual]] [[Strangler|evil]] [[Ogre|humanoid]] dwarf-harassers. They possess no organs to speak of, including internal ones such as hearts, guts, brains or even eyes (though they can still see through {{token|EXTRAVISION}}), feel no emotion or [[No Exert|exertion]], are [[No Pain|immune to pain]], fear and dizziness, and [[No Stun|cannot be stunned]]. [[Weapon]]s cannot get stuck on grimelings, their corpses do not produce [[miasma]] and they cannot be [[butcher]]ed even though they are not intelligent. While they are currently made of standard flesh and muscle, a comment in their raw files states they are supposed to be made of weeds, implying [[Main:Toady One|Toady One]] intends to turn them into actual plant monsters when he ever gets around to it. Grimelings are the only creatures in the game with the {{token|VEGETATION}} token.<br />
<br />
Some dwarves [[Preferences|like]] grimelings for their ''slithering nature'' and their ''weedy bodies''.<br />
<br />
[[File:Grimeling.jpg|thumb|center|350px|A grimeling, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]<br />
<br />
==Trivia==<br />
Initially graphic release featured a baby grimeling sprite. It was removed from the game later because grimelings are adults at bitrh.<br />
<gallery widths=200px heights=120px><br />
File:Grimeling sprites.png|Comparison of adult and baby grimelings<br />
</gallery><br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Room&diff=297127Room2024-01-30T12:15:18Z<p>GeloMor: Interwiki link</p>
<hr />
<div>{{av}}<br />
{{removed feature}}<br />
<br />
A '''room''' was an area defined from an object that specified the purpose of the room (for example, a [[bedroom]] would be defined from a [[bed]]).<br />
<br />
As of v50.01, you instead specify [[activity zone|activity zones]] that may or may not have objects inside them. For the behavior in previous versions, see [[DF2014:Room]].<br />
<br />
[[ru:Room]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Maximizing_value&diff=297104Maximizing value2024-01-29T10:52:17Z<p>GeloMor: Interwiki link</p>
<hr />
<div>{{Quality|Unrated}}<br />
{{av}}<br />
<br />
[[Value]] is important for [[trade]] with caravans, ensuring your dwarves [[thought|happiness]], attracting [[migrant]]s, and luring in [[megabeast|visitors]]. One reliable way to increase value is creating items. Not all items are equal, or even close to equal, in value, however. The tables below are ordered by value, to help you select optimum [[furniture]] and [[trade good]]s to maximize your fortress's value.<br />
<br />
It is also vital to consider the material, which acts as a multiplier to the base values listed here; see the table on [[Item value]] for details. For example: [[iron]] has value 10, so iron cap has value 10 * 10 = 100, and iron anvil has value 10 * 10 = 100. Note, that value of material is not the same as value of material item. For example, 'bar' item has multiplier 5, so iron has value 10, but iron bar has value 50.<br />
<br />
==Metal==<br />
===Weapon-grade metals===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Value !! Bars !! Value/Bar !! Notes<br />
|-<br />
| Mechanisms || 30 || 1 || 30 || (lever, trap)<br />
|-<br />
| Ammo (stack of 25) || 25 || 1 || 25 || <br />
|-<br />
| Spiked Ball|| 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Large Serrated Disc|| 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Menacing Spike|| 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Giant Axe Blade|| 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Enormous Corkscrew|| 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Battle axe || 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Shield || 10 || 1 || 10 || <br />
|-<br />
| High boot (2) || 10 || 1 || 10 || <br />
|-<br />
| Leggings || 10 || 1 || 10 || <br />
|-<br />
| Pick || 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Gauntlet (2) || 10 || 1 || 10 || <br />
|-<br />
| Spear || 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Low boot (2) || 10 || 1 || 10 || <br />
|-<br />
| Mace || 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Short sword || 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Buckler || 10 || 1 || 10 || <br />
|-<br />
| Helm || 10 || 1 || 10 || <br />
|-<br />
| Crossbow || 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| War hammer || 10 || 1 || 10 || (weapon trap)<br />
|-<br />
| Cap || 10 || 1 || 10 || <br />
|-<br />
| '''Bar''' || 5 || 1 || 5 || base bar value. Anything lower is cheaper than the metal from which it is smelted.<br />
|-<br />
| Greaves || 10 || 2 || 5 || <br />
|-<br />
| Mail shirt || 10 || 2 || 5 || <br />
|-<br />
| Breastplate || 10 || 3 || 3.3 || <br />
|-<br />
| Anvil || 10 || 3 || 3.3 || (forge)<br />
|-<br />
|}<br />
<br />
For weapon-grade metals, mechanisms and goblets (see below) are more valuable than any other products. They can be traded to caravans, but pay attention that mechanisms are pretty heavy.<br />
<br />
===All metals===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Value !! Bars !! Value/Bar !! Notes<br />
|-<br />
| Flask, Goblet (3) || 30 || 1 || 30 || trade goods<br />
|-<br />
| Traction bench || ~150 || 5 || ~30 || now made from table, mechanism and chain. Not very good choice for craft for trade.<br />
|-<br />
| Minecart || 50 || 2 || 25 || <br />
|-<br />
| Wheelbarrow || 50 || 2 || 25 || <br />
|-<br />
| Trade Goods (1-3) || ~20 || 1 || ~20 || variable<br />
|-<br />
| Chain || 10 || 1 || 10 || (restraint)<br />
|-<br />
| Nest box || 10 || 1 || 10 || <br />
|-<br />
| Hive || 10 || 1 || 10 || <br />
|-<br />
| Bucket || 10 || 1 || 10 || (well)<br />
|-<br />
| Jug || 10 || 1 || 10 || <br />
|-<br />
| Pot || 10 || 1 || 10 || <br />
|-<br />
| Animal trap || 10 || 1 || 10 || <br />
|-<br />
| Statue || 25 || 3 || 8.3 || <br />
|-<br />
| Pedestal || 10 || 2 || 5 || <br />
|-<br />
| '''Bar''' || 5 || 1 || 5 || base bar value. Anything lower is cheaper than the metal from which it is smelted.<br />
|-<br />
| Armor stand || 10 || 3 || 3.3 || <br />
|-<br />
| Barrel || 10 || 3 || 3.3 || (dyer's shop)<br />
|-<br />
| Bin || 10 || 3 || 3.3 || <br />
|-<br />
| Cabinet || 10 || 3 || 3.3 || <br />
|-<br />
| Cage || 10 || 3 || 3.3 || <br />
|-<br />
| Chair || 10 || 3 || 3.3 || <br />
|-<br />
| Chest || 10 || 3 || 3.3 || <br />
|-<br />
| Coffin || 10 || 3 || 3.3 || <br />
|-<br />
| Crutch || 10 || 3 || 3.3 || <br />
|-<br />
| Door || 10 || 3 || 3.3 || <br />
|-<br />
| Floodgate || 10 || 3 || 3.3 || <br />
|-<br />
| Grate || 10 || 3 || 3.3 || <br />
|-<br />
| Hatch cover || 10 || 3 || 3.3 || <br />
|-<br />
| Pipe section || 10 || 3 || 3.3 || <br />
|-<br />
| Splint || 10 || 3 || 3.3 || <br />
|-<br />
| Table || 10 || 3 || 3.3 || <br />
|-<br />
| Weapon rack || 10 || 3 || 3.3 || <br />
|-<br />
| Blocks || 5 || 1 || 5 || no quality<br />
|-<br />
| Glaze || 50 || 1 || 50 || Tin only, requires glazeable item<br />
|-<br />
|}<br />
<br />
For all non-weapon-grade metals, flasks and goblets are the optimum trade goods. The best choice for furniture is probably a chain--they can be decorated as "finished goods" and installed in [[restraint]]s and [[well]]s, both of which can be admired by passing dwarves. Lower-quality chains can be [[melt]]ed without loss of material.<br />
<br />
Tin can be used to glaze certain stone and ceramic items. While the glaze is quite valuable, more value is generated if you combine the tin with copper to make bronze goblets, mechanisms, or trade goods. The sole exception is if your primary copper source is tetrahedrite and you have easy access to gold, in which case smelting electrum alloy to make goblets and using the tin as glaze is ''slightly'' more valuable (5-8% on net, assuming all products are equal quality).<br />
<br />
==Stone==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Value !! Notes<br />
|-<br />
| Mechanisms || 30 || (lever, trap)<br />
|-<br />
| Short sword || 30 || (weapon trap) need rare obsidian<br />
|-<br />
| Mug (3) || 30 || trade goods<br />
|-<br />
| Statue || 25 || <br />
|-<br />
| Trade Goods (1-3) || ~20 || variable<br />
|-<br />
| Traction bench || 20 || <br />
|-<br />
| Armor stand || 10 || <br />
|-<br />
| Cabinet || 10 || <br />
|-<br />
| Throne || 10 || <br />
|-<br />
| Coffer || 10 || <br />
|-<br />
| Coffin || 10 || <br />
|-<br />
| Door || 10 || <br />
|-<br />
| Floodgate || 10 || <br />
|-<br />
| Grate || 10 || <br />
|-<br />
| Hatch cover || 10 || <br />
|-<br />
| Table || 10 || <br />
|-<br />
| Weapon rack || 10 ||<br />
|-<br />
| Quern/Millstone || 10 || (quern/mill) <br />
|-<br />
| Nest box || 10 || <br />
|-<br />
| Hive || 10 || <br />
|-<br />
| Jug || 10 || <br />
|-<br />
| Pot || 10 || <br />
|-<br />
| Blocks (4) || 20 || no quality<br />
|}<br />
<br />
For stone, mugs are the optimum trade goods. The best choice for furniture is statues. It can be decorated and, when built, admired by passing dwarves. Thanks to the 4x bar multiplier, metal ores are always more valuable when smelted to bars than when worked as stone (assuming equivalent quality).<br />
<br />
The base value of common stone is quite low (a mere 1), but most fortresses end up with such vast amounts of it that consuming it to produce value or trade goods is seen as an upside. [[Flux]] stone has a slightly higher value of 2, but you may want to use it for [[steel]] production instead. [[Obsidian]] has the highest value of all non-ore stones and can be mass-produced, making it ideal if you want to produce large amounts of value over the long term.<br />
<br />
==Glass==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Value !! Notes<br />
|-<br />
| Goblet/Vial (3) || 30 || trade goods<br />
|-<br />
| Statue || 25 || <br />
|-<br />
| Window || 25 || <br />
|-<br />
| Trade Goods (1-3) || ~20 || variable<br />
|-<br />
| Raw glass (after cutting) || 6 (20) || <br />
|-<br />
| Spiked Ball|| 10 || (weapon trap)<br />
|-<br />
| Large Serrated Disc|| 10 || (weapon trap)<br />
|-<br />
| Menacing Spike|| 10 || (weapon trap)<br />
|-<br />
| Giant Axe Blade|| 10 || (weapon trap)<br />
|-<br />
| Enormous Corkscrew|| 10 || (weapon trap)<br />
|-<br />
| Armor stand || 10 || <br />
|-<br />
| Cabinet || 10 || <br />
|-<br />
| Throne || 10 || <br />
|-<br />
| Box || 10 || <br />
|-<br />
| Coffin || 10 || <br />
|-<br />
| Portal || 10 || <br />
|-<br />
| Floodgate || 10 || <br />
|-<br />
| Grate || 10 || <br />
|-<br />
| Hatch cover || 10 || <br />
|-<br />
| Table || 10 || <br />
|-<br />
| Terrarium || 10 || <br />
|-<br />
| Weapon rack || 10 ||<br />
|-<br />
| Tube || 10 || (screw pump) <br />
|-<br />
| Nest box || 10 || <br />
|-<br />
| Hive || 10 || <br />
|-<br />
| Jug || 10 || <br />
|-<br />
| Pot || 10 || <br />
|-<br />
| Blocks || 5 || no quality<br />
|}<br />
<br />
For glass, goblets top the list again. The best furniture is probably a statue, since it seems to be admired more often than a window.<br />
<br />
Glass has the added advantage that (provided you have a [[Magma glass furnace]] and a source of [[sand]]) green glass can be easily and cheaply produced in massive quantities without consuming any meaningful resources. Clear glass can as well, but it consumes [[wood]], which may be available in more limited supply and needed for other things; additionally, due to the required wood, it cannot be sold to [[elves]]. Crystal glass is more valuable still, but available in finite supply.<br />
<br />
==Wood==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Value !! Notes<br />
|-<br />
| Minecart || 50 || <br />
|-<br />
| Wheelbarrow || 50 || <br />
|-<br />
| Stepladder || 50 || <br />
|-<br />
| Cup (3) || 30 || <br />
|-<br />
| Ammo (stack of 25) || 25 ||<br />
|-<br />
| Crafts (1-3) || ~20 || variable<br />
|-<br />
| Spiked Ball|| 10 || (weapon trap)<br />
|-<br />
| Menacing Spike|| 10 || (weapon trap)<br />
|-<br />
| Enormous Corkscrew|| 10 || (weapon trap)<br />
|-<br />
| Training axe || 10 || (weapon trap)<br />
|-<br />
| Shield || 10 || <br />
|-<br />
| Buckler || 10 || <br />
|-<br />
| Armor stand || 10 || <br />
|-<br />
| Bed || 10 || <br />
|-<br />
| Cabinet || 10 || <br />
|-<br />
| Chair || 10 || <br />
|-<br />
| Chest || 10 || <br />
|-<br />
| Casket || 10 || <br />
|-<br />
| Door || 10 || <br />
|-<br />
| Floodgate || 10 || <br />
|-<br />
| Grate || 10 || <br />
|-<br />
| Hatch cover || 10 || <br />
|-<br />
| Table || 10 || <br />
|-<br />
| Cage || 10 || <br />
|-<br />
| Weapon rack || 10 ||<br />
|-<br />
| Pipe section || 10 || (screw pump) <br />
|-<br />
| Nest box || 10 || <br />
|-<br />
| Hive || 10 || <br />
|-<br />
| Crossbow || 10 || (weapon trap)<br />
|-<br />
| Bucket || 10 || (well)<br />
|-<br />
| Barrel || 10 || (dyer's shop)<br />
|-<br />
| Jug || 10 || <br />
|-<br />
| Pot || 10 || <br />
|- <br />
| Training spear || 10 || (weapon trap)<br />
|-<br />
| Training sword || 10 || (weapon trap)<br />
|-<br />
| Blocks (4) || 20 || no quality<br />
|-<br />
| Ash || 5 || no quality<br />
|-<br />
| Potash || 15 || no quality<br />
|-<br />
| Pearlash || 20 || no quality<br />
|-<br />
| Ash glaze || 50 || Requires glazeable item<br />
|}<br />
<br />
Mine cart, stepladder and wheelbarrow are the most valuable things, crafted from wood. Cups are a little behind. All the furniture has similar value. If your fortress has plenty of fuel, glazed stone or ceramic items can be quite valuable.<br />
<br />
Wood is available in unlimited supply, but the ''rate'' at which you can produce it is often limited; given its many other uses, many players avoid using it for trading. Another drawback is that as a material, all wood has the same low base value of 1.<br />
<br />
==Pottery==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Value !! Notes<br />
|-<br />
| Statue || 25 || <br />
|-<br />
| Crafts (1-3) || ~20 || variable <br />
|-<br />
| Hive || 10 || <br />
|-<br />
| Jug || 10 || <br />
|-<br />
| Pot || 10 || <br />
|-<br />
| Bricks || 5 || no quality<br />
|}<br />
<br />
For pottery, the options are quite limited. Statues are the most valuable furniture, though a set of three crafts can be more valuable overall.<br />
<br />
==Cloth==<br />
The value of cloth items is [[textile industry#Value|complicated]]. For most purposes, the dye, cloth and thread components add a constant amount to the value of cloth products, but goods that are produced in pairs get this value added to each item, making them worthwhile when using high-quality dyed cloth.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Value !! Notes<br />
|-<br />
| Crafts (1-3) || ~20 || variable <br />
|-<br />
|-<br />
| Shoe (2) || 16.6 ||<br />
|-<br />
| Mitten (2) || 16.6 ||<br />
|-<br />
| Glove (2) || 16.6 ||<br />
|-<br />
| Sock (2) || 16.6 ||<br />
|-<br />
| Robe || 10 ||<br />
|-<br />
| Dress || 10 ||<br />
|-<br />
| Cloak || 10 ||<br />
|-<br />
| Trousers || 10 ||<br />
|-<br />
| Bag || 10 ||<br />
|-<br />
| Rope || 10 || (restraint) <br />
|-<br />
| Hood || 10 ||<br />
|-<br />
| Vest || 10 ||<br />
|-<br />
| Cap || 10 ||<br />
|}<br />
<br />
==Food==<br />
The value of a well-prepared meal made from the proper ingredients is so high that some players consider trading them to be an exploit. One advantage to relying on them to trade or amass value is that you don't have to split your production between feeding your dwarves and producing trade goods; another advantage is that the workflow that leads to a cooked meal can accept materials from a wide variety of sources indiscriminately, including crops, meat, fish, random gathered plants, and even many liquids (provided the meal has at least one solid base.) On the other hand, food rots when left outside of a food stockpile, which can make it tricky to manage, and higher-value ingredients (such as flour) generally require long production chains to turn them into food.<br />
<br />
The final value of a meal is complicated and depends primarily on the number of ingredients, which acts as a multiplier to the final total ''after'' summing up the value of each individual ingredient; therefore, the low value of each individual [[crop]] is misleading (although some, like flour, are already fairly high.) See [[Cook]] for details and the material multipliers on [[item value]] to get a sense of the relative value of plants and meats.<br />
<br />
{{Category|Trade}}<br />
{{Category|Economy}}<br />
[[ru:Maximizing value]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Animal_trainer&diff=297103Animal trainer2024-01-29T10:44:57Z<p>GeloMor: I believe this paragraph says nothing about the process of capture, only the process of taming. In addition, the next paragraph narratively continues this one. (Otherwise, if you start reading from the “Training” section, the text will look a bit quirky)</p>
<hr />
<div><br />
{{Quality|Fine}}<br />
{{av}}<br />
{{Skill<br />
| color = 2:0<br />
| skill = Animal Trainer<br />
| profession = [[Ranger]]<br />
| job name = [[Animal training]]<br />
| tasks =<br />
* Train [[dog|war animal]]<br />
* Train [[dog|hunting animal]]<br />
* Train large animal<br />
* Train small animal<br />
| workshop = [[Vermin catcher's shop]]<br />
| attributes =<br />
* Agility<br />
* Toughness<br />
* Endurance<br />
* Intuition<br />
* Patience<br />
* Empathy<br />
}}<br />
<br />
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].<br />
<br />
The Pets/Livestock tab of the citizen information menu ({{k|u}}) has a list of all animals that belong to your civilization, and are tame, trained, or trainable. Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked with the "Overall Training" button in the lower right corner of the "Pets/Livestock" tab. There is no way to tame a specific type of vermin.<br />
<br />
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. Taming vermin instead requires a [[vermin catcher's shop]].<br />
<br />
== Domesticating wild animals ==<br />
=== Capture ===<br />
[[File:animal_train_comic.png|thumb|200px|right|The butchers have it worse, they gotta 'obtain' the dogs' leather.<br><small>Art by p3ach_tea</small>]]In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]] or biomes, if your fortress overlaps multiple [[region]]s.<br />
<br />
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.<br />
<br />
Just because you have a creature stowed away in your cages [[stockpile]], does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or [[animal people]]), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse, these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train, see [[live training]] and [[mass pitting]].<br />
<br />
=== Training ===<br />
{| style="text-align:center; float:right; margin:8px;" class=wikitable<br />
! '''Designation'''<br />
! '''Description''' <br />
|-<br />
| Wild || Not Tame<br />
|-<br />
| Semi-wild || Semi-wild<br />
|-<br />
| Trained || Trained<br />
|-<br />
| -Trained- || Well-trained <br />
|-<br />
| +Trained+ || Skillfully trained <br />
|-<br />
| *Trained* ||Expertly trained<br />
|-<br />
| ≡Trained≡ || Exceptionally trained <br />
|-<br />
| ☼Trained☼ || Masterfully trained <br />
|-<br />
| Domesticated || Tame<br />
|}<br />
<br />
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|u}} to open the citizen information screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use the whistle icon to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.<br />
<br />
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).<br />
<br />
A notable exception from "training levels" are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.<br />
<br />
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that {{token|GRAZER|c}}animals need a pasture to survive, and will die if left to linger in a cage for too long.<br />
<br />
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.<br />
<br />
Adult trained animals will slowly revert to their wild origins over time, and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly, through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].<br />
<br />
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.<br />
<br />
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become "friendly" and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.<br />
<br />
=== Animal knowledge ===<br />
<br />
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually "civilization-level" domesticate a species.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup><br />
<br />
Every tame animal job increases overall fort training points for that animal by 10, and the fort training knowledge levels are attained at 30, 100, 250 and 500 (it zeroes points when it increases level). War and hunting jobs are also worth 10 points, but a maintenance job is only worth 3. If your fort level is higher than the civ level for a given animal, 10 points of knowledge are transferred with each caravan that gets off the map (so it'd take 88 years worth of caravans to bring the civ all the way up to "expert", but just 3 years to get every subsequent fort to start at "few facts").<br />
<br />
The fort level of knowledge has a strong effect on in-fort training. When attempting to train an animal, a skill roll will be matched against a threshold that depends on animal knowledge.<br />
For instance, if you know nothing about the animal, the animal training roll must be 30 to get past semi-wild and 100 to be masterfully trained (with 40/50/65/80 for the others). As you gain knowledge, the thresholds become lower and easier to attain:<br />
<br />
*"Few facts": 20/30/40/60/70/90<br />
*"Familiar": 15/20/30/50/60/80<br />
*"Knowledgeable": 10/15/25/40/50/70<br />
*"Expert": 5/10/20/30/40/60<br />
<br />
The calculations for skill rolls are complicated, but by these numbers, your trainers are almost twice as good at expert-level fort knowledge, if they weren't already great trainers in their own right (in which case they'll probably crack 100 most times without help).<br />
<br />
<br />
{|class="wikitable" style="width:80%; align:center"<br />
! Announcement<br />
! Training level in {{k|z}} screen<br />
|-<br />
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}<br />
| {{DFtext|A few facts|red}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}<br />
| {{DFtext|General familiarity|yellow}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}<br />
| {{DFtext|Knowledgeable|white}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}<br />
| {{DFtext|Expert|cyan}}<br />
|-<br />
| {{center|-}}<br />
|{{DFtext|Domesticated|lime}}<br />
|}<br />
<br />
=== Taming children ===<br />
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully tamed population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.<br />
<br />
Animals born from a partially-trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this "inherited" training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.<br />
<br />
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be permanently tamed, and once the young animal grows up the opportunity for this will no longer be available.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a fully tame population at the cost of removing a source of experience from your trainers.<br />
<br />
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live birth, or by laying and incubating [[egg]]s. Child-bearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated: The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> The resultant children will have the taming status of their mother when they were ''laid'', not hatched.<br />
<br />
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s and [[hydra]]s. Previously [[dragon]]s could not be tamed, however with the release of the steam version, they were given the {{token|CHILD}} token and are now considered adults at age 10, thus allowing [[dragon]]s to be fully tamed by a fortress.<br />
<br />
==Animal AI==<br />
If a trained animal is "stray", that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense, but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.<br />
<br />
A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owner die, the animal may instead be seen alternating between meeting areas and visiting the site of their death (even if their body is no longer there).<br />
<br />
==Hunting/War training==<br />
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] and a dwarf with the animal training labor enabled. Then you can go to your Pets/Livestock list and find your trainable animal. Trainable animals are those where you see either war training or hunting training icons in the middle column. If you wish you can also select a particular trainer to perform this task with the first icon in the column.<br />
<br />
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.<br />
<br />
===Train a hunting animal===<br />
''This Animal hunts at will.''<br />
<br />
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, 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]]. Hunting animals can be assigned to follow a hunter and assist in the hunting process; once assigned they cannot be unassigned. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal.<br />
<br />
=== Train a war animal ===<br />
''This Animal is waiting for conflict.''<br />
<br />
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_WAR|c}}, an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.<br />
<br />
Like hunting animals, they can be assigned to individual dwarves the same way, and cannot be unassigned; 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.<br />
<br />
== Bonding ==<br />
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it ("formed a bond with an animal training partner"), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer ("has lost an animal training partner to tragedy"), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.<br />
<br />
An animal trainer with a preference for the animal may adopt and name the animal at the time of training, even if the animal is not designated for adoption. This leaves the trainer highly susceptible to the bad "pet death" thought, renders the animal inedible, and eventually requires an extra coffin. It may be advisable to disable animal training on any trainer with such a preference, especially for war training.<br />
<br />
== Trainable war/hunting animals ==<br />
The following creatures can be trained into war or hunting animals once they are tamed. Bigger animals ''tend'' to be stronger in combat. For comparison, an average adult dwarf is size 60,000.<br />
<br />
{| class="wikitable sortable"<br />
! Animal<br />
! Size (cm³)<br />
! Pet value<br />
! Notes<br />
|-<br />
|[[Bobcat]]<br />
|8,000<br />
|75<br />
|Too small ≈<br />
|-<br />
|[[Mandrill]]<br />
|20,000<br />
|50<br />
|^<br />
|-<br />
|[[Lynx]]<br />
|25,000<br />
|75<br />
|^ ≈<br />
|-<br />
|[[Ocelot]]<br />
|25,000<br />
|100<br />
|^ ≈<br />
|-<br />
|[[Dog]]<br />
|30,000<br />
|30<br />
|^ ♪<br />
|-<br />
|[[Cheetah]]<br />
|50,000<br />
|200<br />
|^ ♪ ≈<br />
|-<br />
|[[Leopard]]<br />
|50,000 <br />
|100<br />
|^ ♪ ≈<br />
|-<br />
|[[Jaguar]]<br />
|75,000<br />
|100<br />
|† ♪ ≈<br />
|-<br />
|[[Gorilla]]<br />
|150,000<br />
|500<br />
|† ≈<br />
|-<br />
|[[Giant bat]]<br />
|200,000<br />
|750<br />
|♪ Hunting only<br />
|-<br />
|[[Giant cave swallow]]<br />
|200,000<br />
|700<br />
|♪ Hunting only<br />
|-<br />
|[[Grizzly bear]]<br />
|200,000<br />
|500<br />
|† ♪ ≈<br />
|-<br />
|[[Lion]]<br />
|200,000 <br />
|200<br />
|† ♪ ≈<br />
|-<br />
|[[Tiger]]<br />
|225,000<br />
|200<br />
|† ♪ ≈<br />
|-<br />
|[[Giant bobcat]]<br />
|256,320<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Giant mandrill]]<br />
|341,800<br />
|500<br />
|☼<br />
|-<br />
|[[Giant lynx]]<br />
|377,750<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Giant ocelot]]<br />
|377,750<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Polar bear]]<br />
|400,000<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Giant cheetah]]<br />
|560,000<br />
|200<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant leopard]]<br />
|560,000 <br />
|100<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant jaguar]]<br />
|750,000<br />
|100<br />
|☼ ♪ ≈<br />
|-<br />
|[[Gigantic panda]]<br />
|1,160,900<br />
|1,000<br />
|☼ ‼ ≈<br />
|-<br />
|[[Giant grizzly bear]]<br />
|1,700,000<br />
|500<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant lion]]<br />
|1,700,000 <br />
|200<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant tiger]]<br />
|1,900,000 <br />
|200<br />
|☼ ♪ ≈<br />
|-<br />
|[[Rhinoceros]]<br />
|3,000,000<br />
|500<br />
|☼ ♪ ‼ ≈ War only<br />
|-<br />
|[[Giant polar bear]]<br />
|3,268,000<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Jabberer]]<br />
|4,500,000<br />
|1,500<br />
|☼<br />
|-<br />
|[[Elephant]]<br />
|5,000,000<br />
|500<br />
|☼ ‼ ≈<br />
|-<br />
|[[Cave dragon]]<br />
|15,000,000<br />
|10,000<br />
|☼ ○<br />
|-<br />
|[[Roc]]<br />
|20,000,000<br />
|10,000<br />
|☼ ♪ [[Megabeast]]<br />
|-<br />
|[[Giant rhinoceros]]<br />
|24,000,000<br />
|500<br />
|☼ ♪ ‼ ≈ War only<br />
|-<br />
|[[Dragon]]<br />
|25,000,000<br />
|10,000<br />
|☼ [[Megabeast]]<br />
|-<br />
|[[Giant elephant]]<br />
|40,000,000<br />
|500<br />
|☼ ‼ ≈<br />
|}<br />
<br />
: ☼ — ''Recommended choice for armies due to their great size.''<!-- size ≥ trolls (250k) --><br />
: † — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''<br />
: ^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''<br />
: ♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''<!-- spd ≥ 50 kph or flight --><br />
: ‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''<br />
: ≈ — ''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely fall behind any moving squad and miss offensive combat situations due to it.''<br />
: ○ — ''Offspring are born adults and cannot be fully tamed. They also grow extremely slowly.''<br />
: [[Megabeast]]s — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{bug|10731}}<br />
<br />
Remember to keep a breeding pair out of harm's way if you want more of a particular animal, in case the ones in service die.<br />
<br />
==Training water creatures==<br />
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]</span></sup> Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of the more interesting bugs in the game: [[ghost]] trainers.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=127659 3]</span></sup> It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.<br />
<br />
==Training hostile creatures==<br />
<br />
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of your civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage.<br />
<br />
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts <s>amusingly</s> disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.<br />
<br />
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.<br />
<br />
==Handling dangerous creatures==<br />
<br />
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the "chain large creature" and "cage large creature" jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.<br />
<br />
==Taming vermin==<br />
<br />
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a vermin catcher's shop. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.<br />
<br />
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.<br />
<br />
==Taming intelligent creatures==<br />
<br />
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.<br />
<br />
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. Once trained, they will be subject to hunger, thirst and drowsiness, and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].<br />
<br />
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.<br />
<br />
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war and then assign them to one of your dwarves, they will obtain a [[name]]. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.<br />
<br />
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.<br />
<br />
A trained intelligent creature will only become fully controllable if it applies for [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply for citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying for citizenship requires verification.<br />
<br />
==Bugs==<br />
<br />
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}<br />
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}<br />
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}<br />
* Creatures lacking the {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.<br />
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{bug|10731}}<br />
<br />
{{skills}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Animal_trainer&diff=295771Animal trainer2023-10-31T09:23:47Z<p>GeloMor: /* Trainable war/hunting animals */</p>
<hr />
<div><br />
{{Quality|Fine}}<br />
{{av}}<br />
{{Skill<br />
| color = 2:0<br />
| skill = Animal Trainer<br />
| profession = [[Ranger]]<br />
| job name = [[Animal training]]<br />
| tasks =<br />
* Train [[dog|war animal]]<br />
* Train [[dog|hunting animal]]<br />
* Train large animal<br />
* Train small animal<br />
| workshop = [[Vermin catcher's shop]]<br />
| attributes =<br />
* Agility<br />
* Toughness<br />
* Endurance<br />
* Intuition<br />
* Patience<br />
* Empathy<br />
}}<br />
<br />
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].<br />
<br />
The Pets/Livestock tab of the citizen information menu ({{k|u}}) has a list of all animals that belong to your civilization, and are tame, trained, or trainable. Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked in the second sub-tab in "Animals" tab. There is no way to tame a specific type of vermin.<br />
<br />
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. Taming vermin instead requires a [[vermin catcher's shop]].<br />
<br />
== Domesticating wild animals ==<br />
=== Capture ===<br />
[[File:animal_train_comic.png|thumb|200px|right|The butchers have it worse, they gotta 'obtain' the dogs' leather.<br><small>Art by p3ach_tea</small>]]In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]] or biomes, if your fortress overlaps multiple [[region]]s.<br />
<br />
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.<br />
<br />
Just because you have a creature stowed away in your cages [[stockpile]], does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or [[animal people]]), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse, these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train, see [[live training]] and [[mass pitting]].<br />
<br />
=== Training ===<br />
{| style="text-align:center; float:right; margin:8px;" class=wikitable<br />
! '''Designation'''<br />
! '''Description''' <br />
|-<br />
| Wild || Not Tame<br />
|-<br />
| Semi-wild || Semi-wild<br />
|-<br />
| Trained || Trained<br />
|-<br />
| -Trained- || Well-trained <br />
|-<br />
| +Trained+ || Skillfully trained <br />
|-<br />
| *Trained* ||Expertly trained<br />
|-<br />
| ≡Trained≡ || Exceptionally trained <br />
|-<br />
| ☼Trained☼ || Masterfully trained <br />
|-<br />
| Domesticated || Tame<br />
|}<br />
<br />
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|u}} to open the citizen information screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use the whistle icon to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.<br />
<br />
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).<br />
<br />
A notable exception from "training levels" are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.<br />
<br />
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that {{token|GRAZER|c}}animals need a pasture to survive, and will die if left to linger in a cage for too long.<br />
<br />
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.<br />
<br />
Adult trained animals will slowly revert to their wild origins over time, and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly, through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].<br />
<br />
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.<br />
<br />
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become "friendly" and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.<br />
<br />
=== Animal knowledge ===<br />
<br />
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually "civilization-level" domesticate a species.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup><br />
<br />
Every tame animal job increases overall fort training points for that animal by 10, and the fort training knowledge levels are attained at 30, 100, 250 and 500 (it zeroes points when it increases level). War and hunting jobs are also worth 10 points, but a maintenance job is only worth 3. If your fort level is higher than the civ level for a given animal, 10 points of knowledge are transferred with each caravan that gets off the map (so it'd take 88 years worth of caravans to bring the civ all the way up to "expert", but just 3 years to get every subsequent fort to start at "few facts").<br />
<br />
The fort level of knowledge has a strong effect on in-fort training. When attempting to train an animal, a skill roll will be matched against a threshold that depends on animal knowledge.<br />
For instance, if you know nothing about the animal, the animal training roll must be 30 to get past semi-wild and 100 to be masterfully trained (with 40/50/65/80 for the others). As you gain knowledge, the thresholds become lower and easier to attain:<br />
<br />
*"Few facts": 20/30/40/60/70/90<br />
*"Familiar": 15/20/30/50/60/80<br />
*"Knowledgeable": 10/15/25/40/50/70<br />
*"Expert": 5/10/20/30/40/60<br />
<br />
The calculations for skill rolls are complicated, but by these numbers, your trainers are almost twice as good at expert-level fort knowledge, if they weren't already great trainers in their own right (in which case they'll probably crack 100 most times without help).<br />
<br />
<br />
{|class="wikitable" style="width:80%; align:center"<br />
! Announcement<br />
! Training level in {{k|z}} screen<br />
|-<br />
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}<br />
| {{DFtext|A few facts|red}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}<br />
| {{DFtext|General familiarity|yellow}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}<br />
| {{DFtext|Knowledgeable|white}}<br />
|-<br />
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}<br />
| {{DFtext|Expert|cyan}}<br />
|-<br />
| {{center|-}}<br />
|{{DFtext|Domesticated|lime}}<br />
|}<br />
<br />
=== Taming children ===<br />
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully tamed population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.<br />
<br />
Animals born from a partially-trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this "inherited" training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.<br />
<br />
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be permanently tamed, and once the young animal grows up the opportunity for this will no longer be available.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a fully tame population at the cost of removing a source of experience from your trainers.<br />
<br />
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live birth, or by laying and incubating [[egg]]s. Child-bearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated: The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> The resultant children will have the taming status of their mother when they were ''laid'', not hatched.<br />
<br />
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s and [[hydra]]s. Previously [[dragon]]s could not be tamed, however with the release of the steam version, they were given the {{token|CHILD}} token and are now considered adults at age 10, thus allowing [[dragon]]s to be fully tamed by a fortress.<br />
<br />
==Animal AI==<br />
If a trained animal is "stray", that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense, but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.<br />
<br />
A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owner die, the animal may instead be seen alternating between meeting areas and visiting the site of their death (even if their body is no longer there).<br />
<br />
==Hunting/War training==<br />
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] and a dwarf with the animal training labor enabled. Then you can go to your Pets/Livestock list and find your trainable animal. Trainable animals are those where you see either war training or hunting training icons in the middle column. If you wish you can also select a particular trainer to perform this task with the first icon in the column.<br />
<br />
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.<br />
<br />
===Train a hunting animal===<br />
''This Animal hunts at will.''<br />
<br />
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, 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]]. Hunting animals can be assigned to follow a hunter and assist in the hunting process; once assigned they cannot be unassigned. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal.<br />
<br />
=== Train a war animal ===<br />
''This Animal is waiting for conflict.''<br />
<br />
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_WAR|c}}, an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.<br />
<br />
Like hunting animals, they can be assigned to individual dwarves the same way, and cannot be unassigned; 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.<br />
<br />
== Bonding ==<br />
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it ("formed a bond with an animal training partner"), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer ("has lost an animal training partner to tragedy"), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.<br />
<br />
An animal trainer with a preference for the animal may adopt and name the animal at the time of training, even if the animal is not designated for adoption. This leaves the trainer highly susceptible to the bad "pet death" thought, renders the animal inedible, and eventually requires an extra coffin. It may be advisable to disable animal training on any trainer with such a preference, especially for war training.<br />
<br />
== Trainable war/hunting animals ==<br />
The following creatures can be trained into war or hunting animals once they are tamed. Bigger animals ''tend'' to be stronger in combat. For comparison, an average adult dwarf is size 60,000.<br />
<br />
{| class="wikitable sortable"<br />
! Animal<br />
! Size (cm³)<br />
! Pet value<br />
! Notes<br />
|-<br />
|[[Bobcat]]<br />
|8,000<br />
|75<br />
|Too small ≈<br />
|-<br />
|[[Mandrill]]<br />
|20,000<br />
|50<br />
|^<br />
|-<br />
|[[Lynx]]<br />
|25,000<br />
|75<br />
|^ ≈<br />
|-<br />
|[[Ocelot]]<br />
|25,000<br />
|100<br />
|^ ≈<br />
|-<br />
|[[Dog]]<br />
|30,000<br />
|30<br />
|^ ♪<br />
|-<br />
|[[Cheetah]]<br />
|50,000<br />
|200<br />
|^ ♪ ≈<br />
|-<br />
|[[Leopard]]<br />
|50,000 <br />
|100<br />
|^ ♪ ≈<br />
|-<br />
|[[Jaguar]]<br />
|75,000<br />
|100<br />
|† ♪ ≈<br />
|-<br />
|[[Gorilla]]<br />
|150,000<br />
|500<br />
|† ≈<br />
|-<br />
|[[Giant bat]]<br />
|200,000<br />
|750<br />
|♪ Hunting only<br />
|-<br />
|[[Giant cave swallow]]<br />
|200,000<br />
|700<br />
|♪ Hunting only<br />
|-<br />
|[[Grizzly bear]]<br />
|200,000<br />
|500<br />
|† ♪ ≈<br />
|-<br />
|[[Lion]]<br />
|200,000 <br />
|200<br />
|† ♪ ≈<br />
|-<br />
|[[Tiger]]<br />
|225,000<br />
|200<br />
|† ♪ ≈<br />
|-<br />
|[[Giant bobcat]]<br />
|256,320<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Giant mandrill]]<br />
|341,800<br />
|500<br />
|☼<br />
|-<br />
|[[Giant lynx]]<br />
|377,750<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Giant ocelot]]<br />
|377,750<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Polar bear]]<br />
|400,000<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Giant cheetah]]<br />
|560,000<br />
|200<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant leopard]]<br />
|560,000 <br />
|100<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant jaguar]]<br />
|750,000<br />
|100<br />
|☼ ♪ ≈<br />
|-<br />
|[[Gigantic panda]]<br />
|1,160,900<br />
|1,000<br />
|☼ ‼ ≈<br />
|-<br />
|[[Giant grizzly bear]]<br />
|1,700,000<br />
|500<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant lion]]<br />
|1,700,000 <br />
|200<br />
|☼ ♪ ≈<br />
|-<br />
|[[Giant tiger]]<br />
|1,900,000 <br />
|200<br />
|☼ ♪ ≈<br />
|-<br />
|[[Rhinoceros]]<br />
|3,000,000<br />
|500<br />
|☼ ♪ ‼ ≈ War only<br />
|-<br />
|[[Giant polar bear]]<br />
|3,268,000<br />
|500<br />
|☼ ≈<br />
|-<br />
|[[Jabberer]]<br />
|4,500,000<br />
|1,500<br />
|☼<br />
|-<br />
|[[Elephant]]<br />
|5,000,000<br />
|500<br />
|☼ ‼ ≈<br />
|-<br />
|[[Cave dragon]]<br />
|15,000,000<br />
|10,000<br />
|☼ ○<br />
|-<br />
|[[Roc]]<br />
|20,000,000<br />
|10,000<br />
|☼ ♪ [[Megabeast]]<br />
|-<br />
|[[Giant rhinoceros]]<br />
|24,000,000<br />
|500<br />
|☼ ♪ ‼ ≈ War only<br />
|-<br />
|[[Dragon]]<br />
|25,000,000<br />
|10,000<br />
|☼ [[Megabeast]]<br />
|-<br />
|[[Giant elephant]]<br />
|40,000,000<br />
|500<br />
|☼ ‼ ≈<br />
|}<br />
<br />
: ☼ — ''Recommended choice for armies due to their great size.''<!-- size ≥ trolls (250k) --><br />
: † — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''<br />
: ^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''<br />
: ♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''<!-- spd ≥ 50 kph or flight --><br />
: ‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''<br />
: ≈ — ''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely fall behind any moving squad and miss offensive combat situations due to it.''<br />
: ○ — ''Offspring are born adults and cannot be fully tamed. They also grow extremely slowly.''<br />
: [[Megabeast]]s — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{bug|10731}}<br />
<br />
Remember to keep a breeding pair out of harm's way if you want more of a particular animal, in case the ones in service die.<br />
<br />
==Training water creatures==<br />
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]</span></sup> Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of the more interesting bugs in the game: [[ghost]] trainers.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=127659 3]</span></sup> It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.<br />
<br />
==Training hostile creatures==<br />
<br />
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of your civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage.<br />
<br />
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts <s>amusingly</s> disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.<br />
<br />
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.<br />
<br />
==Handling dangerous creatures==<br />
<br />
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the "chain large creature" and "cage large creature" jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.<br />
<br />
==Taming vermin==<br />
<br />
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a vermin catcher's shop. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.<br />
<br />
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.<br />
<br />
==Taming intelligent creatures==<br />
<br />
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.<br />
<br />
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. Once trained, they will be subject to hunger, thirst and drowsiness, and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].<br />
<br />
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.<br />
<br />
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war and then assign them to one of your dwarves, they will obtain a [[name]]. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.<br />
<br />
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.<br />
<br />
A trained intelligent creature will only become fully controllable if it applies for [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply for citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying for citizenship requires verification.<br />
<br />
==Bugs==<br />
<br />
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}<br />
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}<br />
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}<br />
* Creatures lacking the {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.<br />
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{bug|10731}}<br />
<br />
{{skills}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&diff=295741Dwarf Fortress webcomics2023-10-28T09:49:20Z<p>GeloMor: </p>
<hr />
<div>{{DISPLAYTITLE:''Dwarf Fortress'' webcomics}}<br />
''Dwarf Fortress'', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail-minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized ''Dwarf Fortress'', sometimes as individual episodes in their ongoing webstrips, sometimes as brand-new webcomics devoted entirely to ''Dwarf Fortress''.<br />
<br />
[[File:DF_Cheese.jpg|208px|thumb|right|A ''Dwarf Fortress'' comic]]<br />
<br />
==Graphic sagas==<br />
<br />
===The Littlest Cheesemaker===<br />
[http://www.bay12forums.com/smf/index.php?topic=136384.0 The Littlest Cheesemaker] is an illustrated interactive story chronicling the adventures of Mistêm "Wheeldream" Kolnåzom (Misty) on her quest to become a legendary [[cheesemaker]]. <br />
<br />
===Losing Is Fun===<br />
[https://losingisfun.org/ Losing Is Fun] ([https://web.archive.org/web/20191102233928/http://losingisfun.com/ old archive]) is an interactive webcomic about a [[kobold]] on a quest to steal an [[artifact]] dagger from a dwarf fortress. [http://www.bay12forums.com/smf/index.php?topic=164165.0 First forum thread] [http://www.bay12forums.com/smf/index.php?topic=178723.0 Second forum thread] (Currently Ongoing)<br />
<br />
===Bronzemurder===<br />
[[Bronzemurder]] is an epic illustrated saga by [http://timdenee.com/bronzemurder/ Tim Denee], concerning a [[forgotten beast]].<br />
<br />
===Oilfurnace===<br />
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another ''Dwarf Fortress'' illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first ''Dwarf Fortress'' comic in print. (Warning: contains minor spoilers)<br />
<br />
===Adventures of Likot Udendeb===<br />
[http://www.bay12forums.com/smf/index.php?topic=109582.0 Adventures of Likot Udendeb] is an illustrated, interactive saga originating from Russian ''Dwarf Fortress''-centered imageboard [http://chuck.dfwk.ru/ DFach]. The story is written and illustrated by several anonymous contributors based on suggestions of the imageboard's users. Starting as a story of one completely ordinary dwarf and his cruel fate of being the hero, it eventually evolved into an epic saga with multiple arcs, various characters and global setting that's loosely based on ''Dwarf Fortress'' game mechanics rich with DF-related memes and influence of general Russian imageboard culture. Permanently in indefinite state of being written/frozen and is being translated (badly) from Russian with a certain lag. Admired for its flexible storyline and several [http://www.youtube.com/channel/UC6Crmf54js5ZEyGlKtEbggg/feed animated episodes].<br />
<br />
===Matul Remrit (Bravemule) ===<br />
[http://www.bravemule.com/matulremrit Matul Remrit] is a tale of a band of dregs who struggle to build their new home amidst strife, internal politics, and a scourge of elf attacks.<br />
<br />
===Thabostobok===<br />
'''THE LINK IS BROKEN.''' <br />
[https://www.dream-gears.com/sites/comicwolf.com/index.php?app=comics&app=comics&action=listview&catid=1 Thabostobok] A fully illustrated comic based on a DF game session.<br />
<br />
==Ongoing ''Dwarf Fortress'' webcomics==<br />
Ongoing webcomics primarily about ''Dwarf Fortress''.<br />
<br />
===Bridgedflickered=== <br />
[https://tapas.io/series/Bridgedflickered/info/ Bridgedflickered] is a yonkoma-style strip by Lee Keegan, chronicling a playthrough of ''Dwarf Fortress''.<br />
<br />
===Revenge of the FUN===<br />
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a comic series about dwarves striking the earth, and the [[fun|FUN]] striking back, in all outrageous fashions.<br />
<br />
===The Chronicles of Boatmurdered===<br />
'''THE LINK IS BROKEN.'''<br />
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in May 2010.<br />
<br />
===''Dwarf Fortress'': Histories of...*===<br />
[http://dfstory.thecomicseries.com/comics/1/ ''Dwarf Fortress'': Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and died after six pages.<br />
<br />
===KittyProblem===<br />
https://archive.org/details/smackjeeves-85447 An archived short comic created by two brothers about the dangers of [[catsplosion]]. Story began on 2nd September 2010.<br />
<br />
===Ask Amxu===<br />
<i>Oi, My name is [http://askamxu.tumblr.com/ Amxu Osmösprosusm]. I'm a [[goblin]] and I work as a [[snatcher|compulsory freelance social worker]] for the dwarves in my region. I'm always happy to answer questions for the curious.</i><br />
<br />
===Lord of the Dwarfs===<br />
[https://web.archive.org/web/20180106125719/http://www.dawnsomewhere.com/lotd/ Lord of the Dwarfs] is a webcomic produced by Dawn Somewhere about a group of dwarves attempting to find their way back to their fortress after an unusual encounter with HFS.<br />
<br />
==One-off ''Dwarf Fortress'' webcomics==<br />
Ongoing webcomics that are not primarily about ''Dwarf Fortress'', but which have a few ''Dwarf Fortress'' episodes. The relevant strips are linked to here:<br />
===The Chapel===<br />
Has a few ''Dwarf Fortress'' comics, more popular in the Paradox community<br />
[https://chapelcomic.com/]<br />
<br />
===Irritability===<br />
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about ''Dwarf Fortress'', mainly the [[goblin]] menace.<br />
<br />
===Nerfnow===<br />
A manga-influenced webcomic by Josué Pereira. Included a brief ''Dwarf Fortress'' arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]<br />
<br />
===twistedspeedo===<br />
Created this comic about the game's motto, "losing is fun" : http://twistedspeedo.com/?p=478<br />
<br />
===Three Panel Soul===<br />
[[File:Dorf.jpg|thumb|right|3PS Dorf T-shirt]]<br />
<br />
This sequel comic to MacHall gives us five ''Dwarf Fortress'' strips, [http://www.threepanelsoul.com/comic/on-dwarven-fortresses On Dwarven Fortresses], [http://www.threepanelsoul.com/comic/on-trade-goods On Trade Goods], [http://www.threepanelsoul.com/comic/on-mixed-economies On Mixed Economies], and [http://www.threepanelsoul.com/comic/on-learning-curve On Learning Curve]. [http://www.threepanelsoul.com/comic/bug-fix Illustrated DF patch notes]. The first three comics deal with typical ''Dwarf Fortress'' [[fun]], such as [[catsplosion]], stereotypical dwarven literal-mindedness, and the [[Dwarven economy]]. The fourth concerns a new player's introduction to the game.<br />
<br />
The ''Dwarf Fortress'' comics were so popular, they spawned a related t-shirt (see picture on right).<br />
<br />
===[ENGRAVERY:MISGUIDED]===<br />
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]<br />
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]<br />
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] & Dwarf Road Song<br />
<br />
==Individual webcomics==<br />
Webcomics done by an individual who does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!<br />
<br />
===cdawg===<br />
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]<br />
<br />
===Lord Licorice===<br />
Creates comics based around the ''Dwarf Fortress'' [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].<br />
<br />
===skullamity===<br />
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [https://66.media.tumblr.com/tumblr_m5l37uT1Be1r8swg2o1_500.jpg Miner Cancels Drink]. Skullamity is also the artist behind STRIKE THE EARTH! which was previously listed under [[#Defeated_Webcomics|Defeated Webcomics]] in 2014, but was finally completed and made available for reading in January 2023. [https://skullamity.substack.com/p/strike-the-earth-part-1 STRIKE THE EARTH!] by skullamity originally began posting in November 2009. This comic tells the immediately tragic downfall of the fortress Sunderclasp. The Dwarves hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife. It was declared dead in 2014 and went offline when its original comic host shut down, but the author went into a fey mood in November 2022 and was inspired to fix up existing pages and finish the short comic project. <br />
<br />
===Valcan===<br />
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].<br />
[link broken]<br />
<br />
===Unknown Creator===<br />
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].<br />
<br />
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].<br />
<br />
<gallery caption="Some comics"><br />
File:1235703760028.png|First time DF player.<br />
File:Comic df3.png|DF has many types of players.<br />
File:Comic df4.gif<br />
File:Comic df5.png<br />
File:Dwarf-Fortress Poster.jpg<br />
File:FunComic.png<br />
</gallery><br />
<br />
==Defeated Webcomics==<br />
<br />
These are links to comics that once were, but now are not. They are lost in the great wasteland of The Barren 404 Desert.<br />
<br />
===PixelPainted===<br />
[http://www.dfa.webatu.com/?page=111001 PixelPainted A ''Dwarf Fortress'' Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.<br />
<br />
'''Dead:''' December 2014<br />
<br />
===I'm Not Mad===<br />
A 3D model comic with three ''Dwarf Fortress'' strips, ''Dwarf Fortress'': Overachiever,''Dwarf Fortress'': Work Music, and ''Dwarf Fortress'': Suspicion. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.<br />
<br />
'''Dead:''' July/August 2015<br />
<br />
===Dwarven Trail===<br />
[http://www.bay12forums.com/smf/index.php?topic=36953.0 Dwarven Trail: A ''Dwarf Fortress'' Comic] was a sprite comic by Matthew (Opirian) Tracy. It used RPG Maker VX for the graphics, which mimicked some of the popular [[Graphics set repository|''Dwarf Fortress'' graphic sets]]. It followed the journey to and establishment of a new fortress. [[Urist]] was a recurring character. The comic was hosted on a couple different sites at times, but they seem to no longer be available or safe; the forum post appears to provide all the pages, albeit with hosting watermarks. The Wayback Machine on the Internet Archive seems to only include [https://web.archive.org/web/20110506035108/http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=single&ID=154017 page 9].<br />
<br />
===Effigies===<br />
'''THE LINK IS BROKEN.'''<br />
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on ''Dwarf Fortress'' [[Adventure mode]]. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.<br />
<br />
==Related pages==<br />
<br />
* [[List of Dwarf Fortress references|List of ''Dwarf Fortress'' references]]<br />
<br />
[[Category:Humor and stories]]<br />
[[Category:Community|webcomics]]<br />
[[ru:Dwarf Fortress webcomics]]<br />
{{unversioned}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Elections&diff=295708Elections2023-10-22T23:27:29Z<p>GeloMor: Interwiki link</p>
<hr />
<div>{{av}}{{Quality|Fine}}<br />
<br />
Site-level nobles, such as the [[Mayor]], are '''elected''' for one year. Elections take place at exactly 4:00 PM on the 17th day of summer (specifically, 2000 season-ticks after the beginning of the season). If you don't have a this position-slot filled, then the election will happen at the beginning of every season, rather than just summer. If an election doesn't trigger after gaining the minimum ammount of dwarves needed for whatever reason, assigning the previous position as "leave vacant" will force an election.<br />
<br />
When an election happens, it's usually the dwarf with the highest social skills who gets elected. Since children have nothing to do but socialize, they gain lots of social skills which carry over when a child becomes an adult at age 18. Thus, it's not unusual for an 18-year-old to gain this position. Their chief competitors are vampires (who also tend to have high social skills), tamed gremlins, and other non-working citizens of your fortress, since they cannot be put to work either. Any citizen can be elected.<br />
<br />
For responsibilities or positions that use more than one skill, no skill takes priority in electing a creature: an accomplished comedian is more qualified for the TRADE responsibility than a skilled appraiser. A creature may be elected to multiple positions at the same time.<br />
<br />
==Civilization nobles==<br />
If noble positions at civ-level are created by modding, they can also be [[Position_token#ELECTED]]. In worldgen, there is no functional difference between ELECTED and no appointment rule except that ELECTED nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly. They are not re-elected after a certain period of time. This means that they stay in this position for life and their successor will be elected again.<br />
<br />
[[ru:Elections]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Web&diff=295635Web2023-10-19T03:10:55Z<p>GeloMor: </p>
<hr />
<div>{{Quality||Superior}}<br />
{{av}}<br />
{{catbox|DF2014:Webs}}<br />
[[File:web_sprites_preview.png|right]]'''Webs''' are the source of [[silk]], very often appearing in [[cavern]]s, and occasionally on the surface. The web itself looks like a light-grey [[gem]], most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, [[phantom spider]]s (in [[evil]] biomes), or [[Animal_people|spider men]] (on the surface). If an embark region is populated by web-making creatures, a number of their webs will be present immediately after embark, though further webs will only appear if the creatures themselves show up and leave them.<br />
<br />
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider.|Webs from a [[Giant cave spider]].]]Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]]. A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]]. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}} (in the premium version, go to the Labor menu {{Menu icon|y}}, select the Standing Orders tab, then the Automated Workshops subtab, and toggle the "Automatically collect webs" button), an important option since webs often occur in dangerous places you might want to secure first. The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it into cloth, or put it in a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this). An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.<br />
[[Image:Web traps 1.png|thumb|right|200px|A design to drop webs on [[:File:Web traps 0.png|traps below]].]]<br />
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|k}}-stocks menu under -> thread.) Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]]. [[Titan]] and [[forgotten beast]] webs can be collected too, but they are worth only 6☼.<br />
<br />
[[Giant cave spider]]s shoot long strings of dangerously entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. [[Titan]]s, [[forgotten beast]]s, and other procedurally-generated creatures may also shoot webs. <br />
<br />
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.<br />
<br />
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are normally immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.<br />
<br />
== Adventurer mode ==<br />
When you're stuck and can't get up, press {{k|.}} to advance time; you automatically get free. When enemies are near you should press {{k|,}} for shorter ticks. Furthermore, you are unaffected by webs while [[Climber|climbing]]. You can also [[jump]] onto the webbed tile. [[Animal_people|Spider people]] can just walk onto the tile. While sharing a tile with the web, you can pick it up, and if you have an empty hand the web will be gathered as thread, but if you don't, the web will be gathered and placed in your backpack as web. Such web can be placed by dropping or throwing it. Any webs may disappear if the area is unloaded (such as by sleeping, waiting, traveling, etc) while web in your inventory will become thread. Also, new webs may appear when an area is reloaded.<br />
[[File:web_preview.jpg|thumb|300px|center|Urist likes webs for their ability to ''catch obnoxious flies''.]]<br />
{{Translation<br />
| dwarven = orshar<br />
| elvish = ilu<br />
| goblin = ngostong<br />
| human = mete<br />
}}<br />
<br />
{{Category|Items}}<br />
{{Category|Creature attributes}}<br />
[[ru:Web]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Lye&diff=295634Lye2023-10-19T03:04:22Z<p>GeloMor: Never checked the method, just a controls update</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
'''Lye''' is a material used to make [[soap]], and can also be used to make [[potash]]*. Lye is made by a [[lye maker]] at an [[ashery]], and requires 1 [[bar]] of [[ash]] and an empty [[bucket]]; ash is made from [[wood]] by a wood burner at a [[wood furnace]].<br />
<br />
:''(''<nowiki>*</nowiki> ''Although potash is more easily made directly from ash, which is also the precursor to lye.)'' <br />
<br />
Lye is moved from buckets into a [[barrel]] if you have a [[Stockpile#Food|food stockpile]] with "lye" enabled* and a spare barrel. One [[barrel]] can hold 100 units of lye. <br />
<br />
Lye can be ordered in [[trade agreement]]s. Each barrel of lye brought by a [[caravan]] contains 10 units.<br />
<br />
Lye freezes in cold weather – you'll have to wait until it thaws in order to make [[soap]]. Careful application of [[magma]] can help to unfreeze lye, or they can be moved to a warmer [[underground]] location. There is no entry for frozen lye in stockpile menus, however, so dwarves will not haul a frozen lye barrel to any type of stockpile. Barrels containing frozen lye can be moved [[underground]] to thaw by dumping them to a [[garbage dump]], but if you use the [[Designations Menu]] to mark the barrels, the frozen lye stack will be marked for dumping separately, and when it is hauled inside, it will melt into a useless puddle on the floor. Instead, choose barrel and click dump [[File:Dump option icon.png|30px]] on it to mark just the barrel for dumping, and its contents will go with it. If your [[trade depot]] is outdoors in freezing weather, frozen lye barrels (along with [[milk#Dwarven_ice_cream|milk]]) will appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 20☼ higher than the price of the barrel, or by viewing their contents. If purchased, these will also have to be dumped to thaw the lye, or will have to wait for better weather.<br />
<br />
: <nowiki>*</nowiki> Be aware: Lye is located under "Misc. Liquids" on the ''2nd page'' of the Food Stockpile screen, and under "Liquid" in the {{k|k}}-Stocks screen.<br />
<br />
[[File:Handmade Soap 1.JPG|thumb|300px|center|Handmade soap made with pure lye.]]<br />
<br />
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|LYE}}}}<br />
{{materials}}<br />
<br />
{{Category|Materials}}<br />
[[ru:Lye]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Exploit&diff=295633Exploit2023-10-19T02:58:11Z<p>GeloMor: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.<br />
<br />
= Fortress mode exploits =<br />
<br />
== Atom smasher ==<br />
{{main|Dwarven atom smasher}}<br />
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it, with some exceptions:<br />
<br />
* Atom smashing a creature with a size over 1200000 will destroy the drawbridge.<br />
* [[Contaminant]]s are unaffected.<br />
* Smashing a bag of something will destroy the bag, but spill its contents.<br />
* [[Artifact]]s have a special exception; whereby upon being atom-smashed, they will be "hidden" and inaccessible for the rest of the playthrough. See the main article for further details.<br />
<br />
==Manager exercise program==<br />
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{menu icon|o}} - [[File:New work order icon.png|30px]]) and providing a meager office, the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.<br />
<br />
==Merchant swindles==<br />
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.<br />
<br />
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.<br />
<br />
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.<br />
<br />
* Marking items for [[dump]]ing by cliсking on [[File:Dump option icon.png|30px]] on item or in stocks menu ({{key|k}}), or mass dump mode ({{key|i}}-{{key|p}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.<br />
<br />
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.<br />
<br />
== Quantum stockpiles ==<br />
{{main|Quantum stockpile}}<br />
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, and stocktaking at a glance by simply clicking on it.<br />
<br />
== Building destroyer door ==<br />
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}<br />
<br />
== HFS's back door ==<br />
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}<br />
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.<br />
<br />
== Forgotten beast zoo ==<br />
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly "[[forgotten beast]]s" which accumulate inside.<br />
<br />
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. <br />
<br />
== Dwarven water reactor ==<br />
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}<br />
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.<br />
<br />
== And we'll throw in the barrel or bag for free ==<br />
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.<br />
<br />
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.<br />
<br />
One down side is that all those containers then need to be individually hauled from the wagon to where ever you want them.<br />
<br />
== Infinite metal ==<br />
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.<br />
<br />
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. <br />
<br />
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time-consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming. As of v50, this no longer works as coin stacks have to be bought back from the trader in full, as there is no option to buy back individual coins. However, melting a full stack of 500 coins will still produce 1.1 bars and can still be used to duplicate metal (including adamantine) as of v50.<br />
<br />
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.<br />
<br />
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, enormous corkscrews, menacing spikes, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.<br />
<br />
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.<br />
<br />
== Quick trade goods ==<br />
[[Bolt|Bolts]], having a high stack size and being affected by quality modifiers, make excellent trade goods when made by a highly trained woodcrafter or metalsmith. This is because quality adds a flat amount to ''each bolt'''s value, going as high as 375☼ on exceptional, and 750☼ on masterwork bolts, making even cheap wooden bolts a quick way of buying out caravans.<br />
<br />
[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.<br />
<br />
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.<br />
<br />
== Silk farm ==<br />
{{main|Silk farming}}<br />
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a "bait" creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the "bait" by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.<br />
<br />
== Dwarven road-dar ==<br />
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!<br />
<br />
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].<br />
<br />
== Danger room ==<br />
{{Main|Danger room}}<br />
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly, and dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these "attacks", gaining [[combat skill]]s much more quickly than through normal [[training]], unless they die.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Coinstar room ==<br />
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}<br />
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Wildlife control ==<br />
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.<br />
<br />
== Portable drain ==<br />
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. <br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])<br />
<br />
== Dwarven rocket elevator ==<br />
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[Minecart#Impulse_ramps]].<br />
<br />
== Infinite layer stone without magma ==<br />
<br />
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:<br />
<br />
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder. (Disable engraving on all dwarves to delay the fortification carving.)<br />
<br />
The material used to construct the wall is reclaimed when it is deconstructed. Since mining doesn't always drop stone there is only a chance of getting stone from the fortification.<br />
<br />
Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.<br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])<br />
<br />
== Alternate water purification methods ==<br />
<br />
Contamination in the form of salty or stagnant water is apparently unable to climb stairs. Lacking the materials to build a screw pump, you can instead purify water by forcing it to pass through a vertical u-bend made of stairs.<br />
<br />
Flowing fresh water destroys stagnant water on contact, converting it into fresh water. Oddly enough, flowing salt water also destroys stagnant water on contact, converting it to fresh water, so connecting your murky pools to the sea paradoxically provides clean drinking water.<br />
<br />
= Adventure mode exploits =<br />
<br />
== Urist McAdventurer the shield-wall ==<br />
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.<br />
<br />
This exploit was made more complicated due to the addition of the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.<br />
<br />
== Infinite drink ==<br />
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather. One can also make a potable pool of water, by emptying a waterskin containing saltwater.<br />
<br />
== Backpack of holding ==<br />
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.<br />
<br />
== Pack adventurer ==<br />
You could hold items of any weight, but they affect your speed - except when you're riding a mount. <br />
<br />
{{Category|Game}}<br />
[[ru:Exploit]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Exploit&diff=295632Exploit2023-10-19T02:50:27Z<p>GeloMor: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.<br />
<br />
= Fortress mode exploits =<br />
<br />
== Atom smasher ==<br />
{{main|Dwarven atom smasher}}<br />
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it, with some exceptions:<br />
<br />
* Atom smashing a creature with a size over 1200000 will destroy the drawbridge.<br />
* [[Contaminant]]s are unaffected.<br />
* Smashing a bag of something will destroy the bag, but spill its contents.<br />
* [[Artifact]]s have a special exception; whereby upon being atom-smashed, they will be "hidden" and inaccessible for the rest of the playthrough. See the main article for further details.<br />
<br />
==Manager exercise program==<br />
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{menu icon|o}} - [[File:New work order icon.png|30px]]) and providing a meager office, the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.<br />
<br />
==Merchant swindles==<br />
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.<br />
<br />
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.<br />
<br />
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.<br />
<br />
* Marking items for [[dump]]ing by clinking on [[File:Dump option icon.png|30px]] on item or in stocks menu ({{key|k}}), or mass dump mode ({{key|i}}-{{key|p}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.<br />
<br />
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.<br />
<br />
== Quantum stockpiles ==<br />
{{main|Quantum stockpile}}<br />
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, and stocktaking at a glance by simply clicking on it.<br />
<br />
== Building destroyer door ==<br />
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}<br />
<br />
== HFS's back door ==<br />
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}<br />
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.<br />
<br />
== Forgotten beast zoo ==<br />
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly "[[forgotten beast]]s" which accumulate inside.<br />
<br />
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. <br />
<br />
== Dwarven water reactor ==<br />
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}<br />
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.<br />
<br />
== And we'll throw in the barrel or bag for free ==<br />
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.<br />
<br />
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.<br />
<br />
One down side is that all those containers then need to be individually hauled from the wagon to where ever you want them.<br />
<br />
== Infinite metal ==<br />
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.<br />
<br />
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. <br />
<br />
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time-consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming. As of v50, this no longer works as coin stacks have to be bought back from the trader in full, as there is no option to buy back individual coins. However, melting a full stack of 500 coins will still produce 1.1 bars and can still be used to duplicate metal (including adamantine) as of v50.<br />
<br />
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.<br />
<br />
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, enormous corkscrews, menacing spikes, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.<br />
<br />
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.<br />
<br />
== Quick trade goods ==<br />
[[Bolt|Bolts]], having a high stack size and being affected by quality modifiers, make excellent trade goods when made by a highly trained woodcrafter or metalsmith. This is because quality adds a flat amount to ''each bolt'''s value, going as high as 375☼ on exceptional, and 750☼ on masterwork bolts, making even cheap wooden bolts a quick way of buying out caravans.<br />
<br />
[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.<br />
<br />
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.<br />
<br />
== Silk farm ==<br />
{{main|Silk farming}}<br />
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a "bait" creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the "bait" by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.<br />
<br />
== Dwarven road-dar ==<br />
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!<br />
<br />
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].<br />
<br />
== Danger room ==<br />
{{Main|Danger room}}<br />
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly, and dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these "attacks", gaining [[combat skill]]s much more quickly than through normal [[training]], unless they die.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Coinstar room ==<br />
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}<br />
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.<br />
<br />
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}<br />
<br />
== Wildlife control ==<br />
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.<br />
<br />
== Portable drain ==<br />
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. <br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])<br />
<br />
== Dwarven rocket elevator ==<br />
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[Minecart#Impulse_ramps]].<br />
<br />
== Infinite layer stone without magma ==<br />
<br />
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:<br />
<br />
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder. (Disable engraving on all dwarves to delay the fortification carving.)<br />
<br />
The material used to construct the wall is reclaimed when it is deconstructed. Since mining doesn't always drop stone there is only a chance of getting stone from the fortification.<br />
<br />
Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.<br />
<br />
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])<br />
<br />
== Alternate water purification methods ==<br />
<br />
Contamination in the form of salty or stagnant water is apparently unable to climb stairs. Lacking the materials to build a screw pump, you can instead purify water by forcing it to pass through a vertical u-bend made of stairs.<br />
<br />
Flowing fresh water destroys stagnant water on contact, converting it into fresh water. Oddly enough, flowing salt water also destroys stagnant water on contact, converting it to fresh water, so connecting your murky pools to the sea paradoxically provides clean drinking water.<br />
<br />
= Adventure mode exploits =<br />
<br />
== Urist McAdventurer the shield-wall ==<br />
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.<br />
<br />
This exploit was made more complicated due to the addition of the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.<br />
<br />
== Infinite drink ==<br />
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather. One can also make a potable pool of water, by emptying a waterskin containing saltwater.<br />
<br />
== Backpack of holding ==<br />
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.<br />
<br />
== Pack adventurer ==<br />
You could hold items of any weight, but they affect your speed - except when you're riding a mount. <br />
<br />
{{Category|Game}}<br />
[[ru:Exploit]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Dump_option_icon.png&diff=295631File:Dump option icon.png2023-10-19T02:46:59Z<p>GeloMor: </p>
<hr />
<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:New_work_order_icon.png&diff=295630File:New work order icon.png2023-10-19T02:39:49Z<p>GeloMor: </p>
<hr />
<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Pet&diff=295628Pet2023-10-19T02:29:24Z<p>GeloMor: /* Mechanics */</p>
<hr />
<div>{{Quality|Exceptional|10:37, 21 February 2023 (CST)}}<br />
{{av}}<br />
[[File:pet_preview.png|right]]'''Pets''' are [[creatures]] that have been adopted by your [[dwarves]]. Almost all domestic animals that are not pets are termed "[[stray]]" animals. All creatures that can be [[Animal trainer|trained]] (those who possess either the {{token|PET}} or {{token|PET_EXOTIC}} [[creature token]]s) can be made into pets; in the case of dwarves, that is most creatures that are not [[:Category:Humanoids|sapient]] (emphasis on the "[[Animal_trainer#Taming_intelligent_creatures|most]]"). All pets will follow their owners around, providing a companionship [[happiness]] bonus (based on the creature's pet value), being fed by their owners if they are [[grazer]]s, and, in many cases, protecting them from harm, either by actively attacking enemies, or by acting as meat shields that allow their charges to scramble away to safety.<br />
<br />
==Mechanics==<br />
=== Pet value ===<br />
{{Translation<br />
| dwarven = bab<br />
| elvish = querete<br />
| goblin = amro<br />
| human = pathril}}All creatures who can become pets (and some who can't, because of missing the aforementioned creature tokens) possess a '''pet value''' in their raw files which determines how much they are worth. Higher pet values normally imply the animal is more exotic, impressive or uncommon than others. For example, a [[dog]] has a pet value of 30, a [[jaguar]] of 50, a [[panda]] of 300 and a [[cave crocodile]] of 700. A creature with no pet value is treated as having a value of 0. See the full [[list of creatures by pet value]] for details.<br />
<br />
Dwarves who adopt creatures with high pet values will be slightly happier than those who adopt creatures with low ones, so Urist McSpiderlover will be especially cheerful to have a [[giant cave spider]] following him around when compared to Urist McCarrotlover and his [[rabbit]]s {{verify}}. Regardless, both low- and high-value pets are a means to keep dwarves from becoming stressed.<br />
<br />
Pet value is most relevant for [[trading]], as it determines how many [[Currency|dwarfbucks]] you'll receive for selling the creature away. It also interferes directly upon taking [[domestic animal]]s during [[embark]]ing, as animals with higher pet values will cost more points than others. The cost in points in the embarking screen is 1+(pet value/2) for an untrained animal and 1+pet value for a war/hunting one.<br />
<br />
=== Adopting ===<br />
Pets normally cannot be assigned; rather, dwarves will adopt them on an ''ad hoc'' basis. The only exception is [[Animal trainer|trained hunting and war animals]], which will be adopted by whomever they are assigned to. Dwarves that are idling near a wandering [[stray]] animal set available for adoption may choose to make them their pet, giving them a name, causing the animal to follow them around, and giving the owner a happy "got a pet" [[thought]]. The chances of this event happening are strongly influenced by your dwarves' personal [[preferences]]; while they will rarely go out of their way to adopt animals, every dwarf has a preference for a certain creature, and will select them as pets when available, often resulting in the fortress engraver being followed around by a family of [[dog]]s. If the owner of a pet dies, the pet will keep their name but become a stray.<br />
<br />
You can control what animals are up for adoption through the animal {{k|u}}nits menu, the "Pets/Livestock" tab. There, you can toggle available/unavailable on each tame individual, freeing them up for adoption. Animals will never be adopted out of a [[cage]], and must be let out to roam for adoption to take place. [[Stray]] animals tend to accumulate at [[meeting area]]s, which facilitates adoption. Make sure that your meeting areas are large enough to accommodate all your strays and prevent [[overcrowding]], and be aware that [[grazer|grazing]] animals tend to starve to death in your [[dining room]] if you do not assign them to a [[pasture]] instead. <br />
<br />
Note that dwarves with a [[preference]] for an animal may adopt that animal ''despite'' its not being available for adoption.<br />
<br />
If a [[grazer]] which is ''already'' a pet becomes hungry, it will generate a job for its owner to feed it; however, this job is low-priority, so it's possible for the pet to starve to death if the owner is otherwise occupied.<br />
<br />
[[Cat]]s are notable for being an exception to the rule; they will assign ''themselves'' to dwarves, and cannot be made available or unavailable. Vermin pets will perch on their masters' shoulders, protecting them from those darned cats.<br />
<br />
==== Determining ownership ====<br />
<br />
For a specific animal, you can also use the {{k|u}}nits menu, under "Pets/Livestock". Click on magnifying glass icon near specific animal to zoom to that pet's location and automatically view the details of that creature. At the top of the general information screen (which is the default) are listed the creature's name, the translation of that name, and, if owned, it will state ''"Pet of <the owner>"''. If no owner is listed*, then it is unclaimed.<br />
<br />
(* Usually an unclaimed pet will also be unnamed, however it is possible for a stray animal to earn a name, usually by killing wild animals - this also happens to be true of wild animals who kill dwarves.)<br />
<br />
=== Utility ===<br />
Pets will provide a happiness bonus to their owner for the duration of their or their owner's lives. If the dwarf dies, the animal becomes a stray, and is available for adoption again. If the pet dies, the owner will get a negative thought, made worse if the pet isn't given a proper [[burial]]. This even happens if the pet dies peacefully, from old age.<br />
<br />
As long as a creature is somebody's pet, they cannot be [[butcher]]ed, [[restraint|chained]], or [[cage]]d; this can lead to a [[catsplosion]] when there are several crazy cat ladies in your fortress and you don't immediately butcher all the kittens or geld the tomcats. If you do manage to assign a pet to a cage or restraint (by issuing the order before the adoption), the new owner will attempt to release it. Newly acquired pets that were previously scheduled for butchering will still be butchered, however the new owner will experience a negative thought from the loss of their pet.<br />
<br />
Another possible use is for large grazers, which are unable to keep themselves fed via grazing. By turning them into a pet, you can, essentially, have a dwarf dedicated to keeping them fed. This could open up some interesting options (such as utilizing tame [[elephant]]s, without worrying about them starving themselves).<br />
<br />
==Types of pets==<br />
=== Good pets ===<br />
The value of a pet is based upon the species' internal pet value. It also helps if the animals in question aren't useful for anything else, although assigning pets to pastures to keep them in place works fine, allowing such things as pet [[alligator]] [[egg production|egg farms]]. Milkable and shearable pets are excellent, since they can still be taken to a [[farmer's workshop]] to get their goods. The best pets of all are [[cave dragon]]s and [[megabeast]]s, if the world is old enough and/or you are lucky enough to cage some.<br />
<br />
=== Migrant pets ===<br />
[[Migrant]]s will bring stray animals, but may also bring one or more pets along. While this can be a boon, some players may find it a hindrance; pet animals with no value beyond [[butchery]], such as [[mule]]s, may be viewed as clutter, and, as pets, cannot simply be butchered. One solution is to assign them to a [[zone]] designated as a pasture somewhere conveniently dangerous, such as under an [[bridge|atom smasher]], or in a field to trip up [[ambush|ambushers]]. Be warned that dead pets do generate negative [[thought]]s, so it's a judgement call as to which is worse.<br />
<br />
=== Vermin ===<br />
Many types of [[vermin]] can be trained and set as available to be a pet. In practice, dwarves rarely have a preference for vermin, and so they generally won't adopt any. Adopted vermin are carried by the dwarf as an item-a dwarf may adopt up to three, but migrant dwarves never arrive with vermin for a pet.<br />
<br />
[[ru:Pet]]<br />
{{category|Fortress mode}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Pet&diff=295627Pet2023-10-19T02:24:57Z<p>GeloMor: There is no "animals" tab on stocks screen now. Outdated controls removed.</p>
<hr />
<div>{{Quality|Exceptional|10:37, 21 February 2023 (CST)}}<br />
{{av}}<br />
[[File:pet_preview.png|right]]'''Pets''' are [[creatures]] that have been adopted by your [[dwarves]]. Almost all domestic animals that are not pets are termed "[[stray]]" animals. All creatures that can be [[Animal trainer|trained]] (those who possess either the {{token|PET}} or {{token|PET_EXOTIC}} [[creature token]]s) can be made into pets; in the case of dwarves, that is most creatures that are not [[:Category:Humanoids|sapient]] (emphasis on the "[[Animal_trainer#Taming_intelligent_creatures|most]]"). All pets will follow their owners around, providing a companionship [[happiness]] bonus (based on the creature's pet value), being fed by their owners if they are [[grazer]]s, and, in many cases, protecting them from harm, either by actively attacking enemies, or by acting as meat shields that allow their charges to scramble away to safety.<br />
<br />
==Mechanics==<br />
=== Pet value ===<br />
{{Translation<br />
| dwarven = bab<br />
| elvish = querete<br />
| goblin = amro<br />
| human = pathril}}All creatures who can become pets (and some who can't, because of missing the aforementioned creature tokens) possess a '''pet value''' in their raw files which determines how much they are worth. Higher pet values normally imply the animal is more exotic, impressive or uncommon than others. For example, a [[dog]] has a pet value of 30, a [[jaguar]] of 50, a [[panda]] of 300 and a [[cave crocodile]] of 700. A creature with no pet value is treated as having a value of 0. See the full [[list of creatures by pet value]] for details.<br />
<br />
Dwarves who adopt creatures with high pet values will be slightly happier than those who adopt creatures with low ones, so Urist McSpiderlover will be especially cheerful to have a [[giant cave spider]] following him around when compared to Urist McCarrotlover and his [[rabbit]]s {{verify}}. Regardless, both low- and high-value pets are a means to keep dwarves from becoming stressed.<br />
<br />
Pet value is most relevant for [[trading]], as it determines how many [[Currency|dwarfbucks]] you'll receive for selling the creature away. It also interferes directly upon taking [[domestic animal]]s during [[embark]]ing, as animals with higher pet values will cost more points than others. The cost in points in the embarking screen is 1+(pet value/2) for an untrained animal and 1+pet value for a war/hunting one.<br />
<br />
=== Adopting ===<br />
Pets normally cannot be assigned; rather, dwarves will adopt them on an ''ad hoc'' basis. The only exception is [[Animal trainer|trained hunting and war animals]], which will be adopted by whomever they are assigned to. Dwarves that are idling near a wandering [[stray]] animal set available for adoption may choose to make them their pet, giving them a name, causing the animal to follow them around, and giving the owner a happy "got a pet" [[thought]]. The chances of this event happening are strongly influenced by your dwarves' personal [[preferences]]; while they will rarely go out of their way to adopt animals, every dwarf has a preference for a certain creature, and will select them as pets when available, often resulting in the fortress engraver being followed around by a family of [[dog]]s. If the owner of a pet dies, the pet will keep their name but become a stray.<br />
<br />
You can control what animals are up for adoption through the animal [[status]] screen, the first tab on the {{k|z}} menu. There, you can toggle available/unavailable on each tame individual, freeing them up for adoption. Animals will never be adopted out of a [[cage]], and must be let out to roam for adoption to take place. [[Stray]] animals tend to accumulate at [[meeting area]]s, which facilitates adoption. Make sure that your meeting areas are large enough to accommodate all your strays and prevent [[overcrowding]], and be aware that [[grazer|grazing]] animals tend to starve to death in your [[dining room]] if you do not assign them to a [[pasture]] instead. <br />
<br />
Note that dwarves with a [[preference]] for an animal may adopt that animal ''despite'' its not being available for adoption.<br />
<br />
If a [[grazer]] which is ''already'' a pet becomes hungry, it will generate a job for its owner to feed it; however, this job is low-priority, so it's possible for the pet to starve to death if the owner is otherwise occupied.<br />
<br />
[[Cat]]s are notable for being an exception to the rule; they will assign ''themselves'' to dwarves, and cannot be made available or unavailable. Vermin pets will perch on their masters' shoulders, protecting them from those darned cats.<br />
<br />
==== Determining ownership ====<br />
<br />
For a specific animal, you can also use the {{k|u}}nits menu, under "Pets/Livestock". Click on magnifying glass icon near specific animal to zoom to that pet's location and automatically view the details of that creature. At the top of the general information screen (which is the default) are listed the creature's name, the translation of that name, and, if owned, it will state ''"Pet of <the owner>"''. If no owner is listed*, then it is unclaimed.<br />
<br />
(* Usually an unclaimed pet will also be unnamed, however it is possible for a stray animal to earn a name, usually by killing wild animals - this also happens to be true of wild animals who kill dwarves.)<br />
<br />
=== Utility ===<br />
Pets will provide a happiness bonus to their owner for the duration of their or their owner's lives. If the dwarf dies, the animal becomes a stray, and is available for adoption again. If the pet dies, the owner will get a negative thought, made worse if the pet isn't given a proper [[burial]]. This even happens if the pet dies peacefully, from old age.<br />
<br />
As long as a creature is somebody's pet, they cannot be [[butcher]]ed, [[restraint|chained]], or [[cage]]d; this can lead to a [[catsplosion]] when there are several crazy cat ladies in your fortress and you don't immediately butcher all the kittens or geld the tomcats. If you do manage to assign a pet to a cage or restraint (by issuing the order before the adoption), the new owner will attempt to release it. Newly acquired pets that were previously scheduled for butchering will still be butchered, however the new owner will experience a negative thought from the loss of their pet.<br />
<br />
Another possible use is for large grazers, which are unable to keep themselves fed via grazing. By turning them into a pet, you can, essentially, have a dwarf dedicated to keeping them fed. This could open up some interesting options (such as utilizing tame [[elephant]]s, without worrying about them starving themselves).<br />
<br />
==Types of pets==<br />
=== Good pets ===<br />
The value of a pet is based upon the species' internal pet value. It also helps if the animals in question aren't useful for anything else, although assigning pets to pastures to keep them in place works fine, allowing such things as pet [[alligator]] [[egg production|egg farms]]. Milkable and shearable pets are excellent, since they can still be taken to a [[farmer's workshop]] to get their goods. The best pets of all are [[cave dragon]]s and [[megabeast]]s, if the world is old enough and/or you are lucky enough to cage some.<br />
<br />
=== Migrant pets ===<br />
[[Migrant]]s will bring stray animals, but may also bring one or more pets along. While this can be a boon, some players may find it a hindrance; pet animals with no value beyond [[butchery]], such as [[mule]]s, may be viewed as clutter, and, as pets, cannot simply be butchered. One solution is to assign them to a [[zone]] designated as a pasture somewhere conveniently dangerous, such as under an [[bridge|atom smasher]], or in a field to trip up [[ambush|ambushers]]. Be warned that dead pets do generate negative [[thought]]s, so it's a judgement call as to which is worse.<br />
<br />
=== Vermin ===<br />
Many types of [[vermin]] can be trained and set as available to be a pet. In practice, dwarves rarely have a preference for vermin, and so they generally won't adopt any. Adopted vermin are carried by the dwarf as an item-a dwarf may adopt up to three, but migrant dwarves never arrive with vermin for a pet.<br />
<br />
[[ru:Pet]]<br />
{{category|Fortress mode}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Site&diff=295626Site2023-10-19T02:04:35Z<p>GeloMor: Icons from world_map_details.png (names from graphics_world_map.txt)</p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
'''Sites''' are inhabited locations found on region tiles adjacent to at least one non-mountain land [[biome]]. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in [[Legends mode]].<br />
<br />
== Site Types ==<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!|'''Tile'''<br />
!|'''Sprite'''<br />
!|'''Name'''<br />
!|'''Inhabitated by'''<br />
|-<br />
| {{Raw Tile|☼|6:0:1}} <br />
|[[File:Icon site camp.png|20px]]<br />
| [[Camp]]<br />
| Bandits<br />
|-<br />
| {{Raw Tile|•|0:0:1}} <br />
| [[File:Icon site cave.png|20px]]<br />
| [[Cave]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}<br />
| [[File:Icon site dark fortress 1.png|20px]]<br />
| [[Dark fortress]]<br />
| Goblins (and potentially a special creature)<br />
|-<br />
| {{Raw Tile|º|5:0:0}} <br />
| [[File:Icon site dark fortress 2.png|20px]]<br />
| [[Dark pits]]<br />
| Goblins<br />
|-<br />
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} {{Raw Tile|₧|6:0:1}}<br />
|[[File:Icon site forest retreat 1.png|20px]] [[File:Icon site forest retreat 2.png|20px]] <br />
| [[Forest retreat]]<br />
| Elves<br />
|-<br />
| {{Raw Tile|Ω|7:0:1}} <br />
| [[File:Icon site fortress.png|20px]]<br />
| [[Fortress]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|○|7:0:1}} <br />
| [[File:Icon site castle.png|20px]]<br />
| [[Castle]]{{version|0.47.01}}<br />
| Humans<br />
|-<br />
| {{Raw Tile|○|0:6:0}} <br />
| [[File:Icon site fort.png|20px]]<br />
| [[Fort]]{{version|0.47.01}}<br />
| Bandits<br />
|-<br />
| {{Raw Tile|<nowiki>=</nowiki>|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} <br />
| [[File:Icon site village.png|20px]]<br />
| [[Hamlet]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|Ω|7:0:0}} <br />
| [[File:Icon site hillocks.png|20px]]<br />
| [[Hillocks]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|#|0:7:1}}<br />
|[[File:Icon site labyrinth.png|20px]]<br />
| [[Labyrinth]]<br />
| Minotaur<br />
|-<br />
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} <br />
|[[File:Icon site lair burrow.png|20px]]<br />
| [[Lair]]<br />
| Monsters<br />
|-<br />
| {{Raw Tile|○|7:0:0}} <br />
|[[File:Icon site monastery.png|20px]]<br />
| [[Monastery]]{{version|0.47.01}}<br />
|<br />
|-<br />
| {{Raw Tile|Ω|0:0:1}} <br />
| [[File:Icon site mountainhome.png|20px]]<br />
| [[Mountain halls]]<br />
| Dwarves<br />
|-<br />
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}}<br />
| <br />
| [[Ruin|Ruins]]<br />
|<br />
|-<br />
| {{Raw Tile|Å|7:0:0}} <br />
|[[File:Icon site shrine titan.png|20px]]<br />
| [[Shrine (megabeast)|Shrine]]<br />
| Megabeast<br />
|-<br />
| {{Raw Tile|0|0:0:1}} <br />
| [[File:Icon site tomb.png|20px]]<br />
| [[Tomb]]<br />
| Undead<br />
|-<br />
| {{Raw Tile|I|5:0:0}} <br />
| [[File:Icon site necrotower.png|20px]]<br />
| [[Tower (necromancy)|Tower]]<br />
| Necromancer(s) and undead<br />
|-<br />
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} <br />
| [[File:Icon site city 1.png|20px]] [[File:Icon site city 2.png|20px]] [[File:Icon site city 3.png|20px]] [[File:Icon site city 4.png|20px]]<br />
| [[Town]]<br />
| Humans<br />
|-<br />
| {{Raw Tile|■|0:0:1}} <br />
| [[File:Icon site vault.png|20px]]<br />
| [[Vault]]<br />
| Special creatures<br />
|}<br />
<br />
== Detailed Description ==<br />
Sites are grouped by [[civilization]]s, which are organized groups of creatures (generally of the same race) which build these sites.<br />
<br />
<h3 style="background: #eaecf0;"> Human sites </h3><br />
<br />
==== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} ====<br />
:Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.<br />
<br />
==== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} ====<br />
:Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.<br />
<br />
<h3 style="background: #eaecf0;"> Dwarven sites </h3><br />
<br />
==== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} ====<br />
:These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.<br />
<br />
==== Mountain halls {{Raw Tile|Ω|0:0:1}} ====<br />
:[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.<br />
<br />
==== Hillocks {{Raw Tile|Ω|7:0:0}} ====<br />
:[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].<br />
<br />
<h3 style="background: #eaecf0;"> Elven sites </h3><br />
<br />
==== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ====<br />
:Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.<br />
<br />
<h3 style="background: #eaecf0;"> Goblin sites </h3><br />
<br />
==== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} ====<br />
:These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].<br />
<br />
==== Dark pits {{Raw Tile|º|5:0:0}}====<br />
:These are the goblin equivalent of [[hamlet]]s and [[hillock]]s. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.<br />
<br />
<h3 style="background: #eaecf0;"> Kobold sites </h3><br />
==== Caves {{Raw Tile|•|0:0:1}}====<br />
:[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.<br />
<br />
<h3 style="background: #eaecf0;"> Beast and night creature sites </h3><br />
<br />
==== Necromancers' towers {{Raw Tile|I|5:0:0}} ====<br />
:[[Necromancer]]s' towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[book]] from your [[library]]) and gain the ability to raise corpses.<br />
<br />
==== Lairs {{Raw Tile|•|0:0:1}}====<br />
:[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.<br />
<br />
==== [[Minotaur]]s' labyrinths {{Raw Tile|#|0:7:0}}====<br />
:A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.<br />
<br />
==== Shrines {{Raw Tile|Å|7:0:0}} ====<br />
:[[Shrine (megabeast)|Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossuses]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.<br />
<br />
== Dwarf Fortresses ==<br />
<br />
During the embark phase of Fortress Mode, sites can be seen in region and local views. Some site types can be included in the embark region; namely caves or previous player fortresses (Reclaim). Embarking on settlements is disabled. On embarking, the fortress becomes a site of the size and location chosen.<br />
<br />
Abandoned fortresses are displayed on the map as Ruins.<br />
<br />
{{World}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_vault.png&diff=295625File:Icon site vault.png2023-10-19T02:03:29Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_city_4.png&diff=295624File:Icon site city 4.png2023-10-19T02:03:01Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_city_3.png&diff=295623File:Icon site city 3.png2023-10-19T02:02:52Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_city_2.png&diff=295622File:Icon site city 2.png2023-10-19T02:02:45Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_city_1.png&diff=295621File:Icon site city 1.png2023-10-19T02:02:38Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_necrotower.png&diff=295620File:Icon site necrotower.png2023-10-19T02:02:07Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_tomb.png&diff=295619File:Icon site tomb.png2023-10-19T02:01:55Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_shrine_titan.png&diff=295618File:Icon site shrine titan.png2023-10-19T02:01:26Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_mountainhome.png&diff=295617File:Icon site mountainhome.png2023-10-19T02:01:09Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_monastery.png&diff=295616File:Icon site monastery.png2023-10-19T02:00:52Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_monastery.png&diff=295615File:Icon site monastery.png2023-10-19T02:00:37Z<p>GeloMor: </p>
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<div></div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_lair_burrow.png&diff=295614File:Icon site lair burrow.png2023-10-19T01:58:55Z<p>GeloMor: </p>
<hr />
<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_labyrinth.png&diff=295613File:Icon site labyrinth.png2023-10-19T01:58:39Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_hillocks.png&diff=295612File:Icon site hillocks.png2023-10-19T01:58:25Z<p>GeloMor: </p>
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<div><br />
== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_village.png&diff=295611File:Icon site village.png2023-10-19T01:58:07Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_fort.png&diff=295610File:Icon site fort.png2023-10-19T01:57:46Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_castle.png&diff=295609File:Icon site castle.png2023-10-19T01:57:32Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_fortress.png&diff=295608File:Icon site fortress.png2023-10-19T01:57:06Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_fortress.png&diff=295607File:Icon site fortress.png2023-10-19T01:56:36Z<p>GeloMor: </p>
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<div></div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_forest_retreat_2.png&diff=295606File:Icon site forest retreat 2.png2023-10-19T01:56:21Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_forest_retreat_1.png&diff=295605File:Icon site forest retreat 1.png2023-10-19T01:56:03Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_dark_fortress_2.png&diff=295604File:Icon site dark fortress 2.png2023-10-19T01:55:51Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_dark_fortress_1.png&diff=295603File:Icon site dark fortress 1.png2023-10-19T01:55:29Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_cave.png&diff=295602File:Icon site cave.png2023-10-19T01:55:10Z<p>GeloMor: </p>
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=File:Icon_site_camp.png&diff=295601File:Icon site camp.png2023-10-19T01:54:51Z<p>GeloMor: </p>
<hr />
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== Licensing ==<br />
{{Non-free Dwarf Fortress Screenshot}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Version_history&diff=295583Version history2023-10-17T16:34:07Z<p>GeloMor: /* Dwarf Fortress v50 */</p>
<hr />
<div>This page documents the complete release history of ''Dwarf Fortress'', starting from the very first public release of [[23a:Release information/0.21.93.19a|0.21.93.19a]]. See each release's page for more information.<br />
<br />
== Dwarf Fortress v50 ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
<br />
|-<br />
| [[Release information/50.11|50.11]] || 2023-10-03<br />
| ''Bugfixes''<br />
|-<br />
| [[Release information/50.10|50.10]] || 2023-09-19<br />
| [[Alerts]] and combat [[reports]] can be viewed. Linux support. Crash logging.<br />
|-<br />
| [[Release information/50.09|50.09]] || 2023-06-28<br />
| Updated to SDL2, performance optimization, experimental multithreading (field of view calculations became a separate thread).<br />
|-<br />
| [[Release information/50.08|50.08]] || 2023-05-02<br />
| Re-introduced [[XML dump|XML]] export in [[legends mode]], аdded graphics for many plants and child/baby creatures.<br />
|-<br />
| [[Release information/50.07|50.07]] || 2023-02-07<br />
| ''Hotfix''<br />
|-<br />
| [[Release information/50.06|50.06]] || 2023-02-07<br />
| Re-introduced [[arena mode]].<br />
|-<br />
| [[Release information/50.05|50.05]] || 2023-01-05<br />
| ''Bugfixes and optimizations''<br />
|-<br />
| [[Release information/50.04|50.04]] || 2022-12-22<br />
| '''Classic release''': released the free [[Classic]] version on [https://www.bay12games.com/dwarves/ bay12games.com], and enabled classic mode in the Premium version. Added ability to advance time by one frame, and assign everyone to a burrow.<br />
|-<br />
| [[Release information/50.03|50.03]] || 2022-12-12<br />
| ''Premium-only bugfixes''. Improved UX for selecting building materials.<br />
|-<br />
| [[Release information/50.02|50.02]] || 2022-12-08<br />
| ''Premium-only bugfixes''<br />
|-<br />
| [[Release information/50.01|50.01]] || 2022-12-06<br />
| '''Premium release''': launched the paid [[Premium]] version on Steam and itch.io. Introduced [[graphics]], full [[Mouse control|mouse support]], a new user [[interface]], tutorials, and new [[soundtrack|music]] and sound effects. A number of features from v0.47 were lost in 50.01 (see [[Missing features]]).<br />
|}<br />
<br />
== Dwarf Fortress v0.47 ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[DF2014:Release information/0.47.05|0.47.05]] || 2021-01-28<br />
| ''Bugfix''<br />
|-<br />
| [[DF2014:Release information/0.47.04|0.47.04]] || 2020-02-29<br />
| ''Bugfix''<br />
|-<br />
| [[DF2014:Release information/0.47.03|0.47.03]] || 2020-02-16<br />
| ''Bugfix''<br />
|-<br />
| [[DF2014:Release information/0.47.02|0.47.02]] || 2020-02-06<br />
| ''Bugfix''<br />
|-<br />
| [[DF2014:Release information/0.47.01|0.47.01]] || 2020-01-29<br />
| ''Release'': introduced creation of [[guildhall]]s and [[temple]]s. Introduced [[traitor]]s and [[villain]]s. Many new events in world generation, organizations, sites, pets and mounts in adventure mode, [[Aquifier#Light aquifers|light aquifers]]. <br />
|}<br />
<br />
== Dwarf Fortress v0.44 ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[DF2014:Release information/0.44.12|0.44.12]] || 2018-06-23<br />
| ''Hotfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.11|0.44.11]] || 2018-06-23<br />
| Civilizations create nearby sites and associate them with your fortress, can request/send workers, long-term memories can lead to personality changes<br />
|-<br />
| [[DF2014:Release information/0.44.10|0.44.10]] || 2018-05-05<br />
| Dwarves now have short-term and long-term memories of emotional events, Adventurer mode log improved<br />
|-<br />
| [[DF2014:Release information/0.44.09|0.44.09]] || 2018-04-01<br />
| ''Hotfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.08|0.44.08]] || 2018-03-29<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.07|0.44.07]] || 2018-03-12<br />
| ''Hotfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.06|0.44.06]] || 2018-03-09<br />
| Raids can pillage/raze sites and demand tribute, will gain skills (e.g. military tactics) during missions<br />
|-<br />
| [[DF2014:Release information/0.44.05|0.44.05]] || 2018-01-14<br />
| ''Hotfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.04|0.44.04]] || 2018-01-10<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.03|0.44.03]] || 2017-12-25<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.02|0.44.02]] || 2017-11-23<br />
| ''Hotfix'';<br />
|-<br />
| [[DF2014:Release information/0.44.01|0.44.01]] || 2017-11-22<br />
| ''Release''; can now send raids to other sites, build museums using pedestals and display cases, artifacts created during worldgen, civilizations can send spies to gather information on artifacts<br />
|}<br />
<br />
== Dwarf Fortress v0.43 ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[DF2014:Release information/0.43.05|0.43.05]] || 2016-06-20<br />
| '''64-bit support''', bugfixes<br />
|-<br />
| [[DF2014:Release information/0.43.04|0.43.04]] || 2016-06-20<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.43.03|0.43.03]] || 2016-05-22<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.43.02|0.43.02]] || 2016-05-11<br />
| ''Hotfix'';<br />
|-<br />
| [[DF2014:Release information/0.43.01|0.43.01]] || 2016-05-09<br />
| ''Release''; Adventurers can create sites, make stone axes, fell trees, perform carpentry, and construct buildings; Fortress mode work orders can now specify start conditions, restart frequencies, and how many workshops can be used<br />
|}<br />
<br />
== Dwarf Fortress v0.42 ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[DF2014:Release information/0.42.06|0.42.06]] || 2016-02-10<br />
| Can specify exact materials for jobs, make specific crafts, apply specific decorations, and even customize the details of art images; Adventurers can now do bone carving, complete with custom images<br />
|-<br />
| [[DF2014:Release information/0.42.05|0.42.05]] || 2016-01-17<br />
| Reputations for hunters and protection from bandits<br />
|-<br />
| [[DF2014:Release information/0.42.04|0.42.04]] || 2015-12-26<br />
| More varieties of [[animal people]] and giant animals, Vampire purges during worldgen, bugfixes<br />
|-<br />
| [[DF2014:Release information/0.42.03|0.42.03]] || 2015-12-12<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.42.02|0.42.02]] || 2015-12-05<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.42.01|0.42.01]] || 2015-12-01<br />
| ''Release''; introduced taverns, temples, and libraries, added new musical instruments and performance skills, introduced [[need]]s to replace dwarves going On Break, added visitors who can petition for fortress membership, scholars and historians can write books and spread knowledge, and drinking alcohol actually causes inebriation (and eventually fatal alcohol poisoning)<br />
|}<br />
<br />
== Dwarf Fortress v0.40 ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[DF2014:Release information/0.40.24|0.40.24]] || 2015-01-07<br />
| ''Bugfix''; Misc. bugfixes; allowing 1x1 forts<br />
|-<br />
| [[DF2014:Release information/0.40.23|0.40.23]] || 2014-12-24<br />
| ''Bugfix''; Fixed farming job cancellations, armies camping forever, typos, and channeling bug<br />
|-<br />
| [[DF2014:Release information/0.40.22|0.40.22]] || 2014-12-21<br />
| ''Bugfix''; Fixed multi-item jobs and toggle marker tweak<br />
|-<br />
| [[DF2014:Release information/0.40.21|0.40.21]] || 2014-12-19<br />
| ''Hotfix''; Fixed a crash bug and other issues<br />
|-<br />
| [[DF2014:Release information/0.40.20|0.40.20]] || 2014-12-18<br />
| Job priorities rewrite; vein and cluster automining<br />
|-<br />
| [[DF2014:Release information/0.40.19|0.40.19]] || 2014-11-26<br />
| [[Gelding]] and related profession/skill/etc<br />
|-<br />
| [[DF2014:Release information/0.40.18|0.40.18]] || 2014-11-20<br />
| ''Hotfix''; Fixed a smelting issue on Windows<br />
|-<br />
| [[DF2014:Release information/0.40.17|0.40.17]] || 2014-11-19<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.40.16|0.40.16]] || 2014-11-12<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.40.15|0.40.15]] || 2014-11-05<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.40.14|0.40.14]] || 2014-10-25<br />
| Thought/emotion rewrite, stopped site invaders from always winning<br />
|-<br />
| [[DF2014:Release information/0.40.13|0.40.13]] || 2014-09-17<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.40.12|0.40.12]] || 2014-09-10<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.40.11|0.40.11]] || 2014-09-03<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.40.10|0.40.10]] || 2014-08-24<br />
| ''Bugfix'';<br />
|-<br />
| [[DF2014:Release information/0.40.09|0.40.09]] || 2014-08-17<br />
| ''Bugfix''; Misc. bugfixes<br />
|-<br />
| [[DF2014:Release information/0.40.08|0.40.08]] || 2014-08-11<br />
| ''Hotfix''; Fixed a crash bug and issues with constructions <br />
|-<br />
| [[DF2014:Release information/0.40.07|0.40.07]] || 2014-08-10<br />
| ''Bugfix''; AI and invasion fixes<br />
|-<br />
| [[DF2014:Release information/0.40.06|0.40.06]] || 2014-08-03<br />
| ''Bugfix''; stack bugfixes.<br />
|-<br />
| [[DF2014:Release information/0.40.05|0.40.05]] || 2014-07-27<br />
| ''Bugfix''; fixed large world slowdown, decreased rampant tree growth, many old and new bugfixes.<br />
|-<br />
| [[DF2014:Release information/0.40.04|0.40.04]] || 2014-07-20<br />
| ''Bugfix''; several crash fixes, made saplings grow properly.<br />
|-<br />
| [[DF2014:Release information/0.40.03|0.40.03]] || 2014-07-13<br />
| ''Bugfix''; broke save game compatibility again due to more save corruption, several crash fixes.<br />
|-<br />
| [[DF2014:Release information/0.40.02|0.40.02]] || 2014-07-10<br />
| ''Bugfix''; broke save game compatibility due to save corruption, several crash fixes.<br />
|-<br />
| [[DF2014:Release information/0.40.01|0.40.01]] || 2014-07-07<br />
| ''Release''; Introduced world generation running in the background while fortresses and adventurers progress, un-retiring of fortresses, multiple tile trees, climbing & jumping, and more.<br />
|}<br />
<br />
== Dwarf Fortress v0.34 ==<br />
In a [http://www.bay12games.com/dwarves/index.html devlog] entry for 2011-01-30, Threetoe announced plans for a series of nine numbered releases ("Short-term Goals" on the [http://www.bay12games.com/dwarves/dev.html dev page]) to finish off the long-planned "caravan" development arc. Release 1, improving towns and introducing markets, along with a variety of supernatural creature types, was predicted to have a version number of [http://www.bay12games.com/media/df_talk_14_transcript.html#14.16 0.33 or 0.34] and was released on Valentine's Day 2012 as version 0.34.01.<br />
<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[v0.34:Release information/0.34.11|0.34.11]] || 2012-06-04<br />
| ''Bugfix''<br />
|-<br />
| [[v0.34:Release information/0.34.10|0.34.10]] || 2012-05-21<br />
| ''Bugfix''<br />
|-<br />
| [[v0.34:Release information/0.34.09|0.34.09]] || 2012-05-17<br />
| ''Bugfix''<br />
|-<br />
| [[v0.34:Release information/0.34.08|0.34.08]] || 2012-05-14<br />
| Hauling overhaul - minecarts and wheelbarrows, more accurate projectiles, reduced mining yields, advanced stockpile/workshop links<br />
|-<br />
| [[v0.34:Release information/0.34.07|0.34.07]] || 2012-03-30<br />
| ''Bugfix''<br />
|-<br />
| [[v0.34:Release information/0.34.06|0.34.06]] || 2012-03-23<br />
| Updates to animal training ([[dungeon master]] removed, having been nonfunctional since 0.31.01), return of good/evil trees and shrubs<br />
|-<br />
| [[v0.34:Release information/0.34.05|0.34.05]] || 2012-03-06<br />
| ''Bugfix''<br />
|-<br />
| [[v0.34:Release information/0.34.04|0.34.04]] || 2012-02-29<br />
| ''Hotfix''<br />
|-<br />
| [[v0.34:Release information/0.34.03|0.34.03]] || 2012-02-28<br />
| ''Bugfix''<br />
|-<br />
| [[v0.34:Release information/0.34.02|0.34.02]] || 2012-02-18<br />
| ''Bugfix''; broke save compatibility due to save corruption, numerous fixes for old issues<br />
|-<br />
| [[v0.34:Release information/0.34.01|0.34.01]] || 2012-02-14<br />
| Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction]]s ([[necromancer]]s, [[werebeast]]s, [[vampire]]s, etc.), historical migrants, truly evil regions, updated [[justice]] system, many [[Animal sponsorship drive|"sponsorship" creatures]], [[Gem#Gem cuts|gem cuts]], many adventure mode tweaks and minor features<br />
|}<br />
<br />
== Dwarf Fortress v0.31 ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[v0.31:Release information/0.31.25|0.31.25]] || 2011-03-28<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.24|0.31.24]] || 2011-03-27<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.23|0.31.23]] || 2011-03-26<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.22|0.31.22]] || 2011-03-24<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.21|0.31.21]] || 2011-03-06<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.20|0.31.20]] || 2011-03-06<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.19|0.31.19]] || 2011-02-16<br />
| Worldgen starvation, usually wiping out kobolds; grazing; ceramics; jugs, pots, nest boxes, beehives (and bees); site finder changes. Last major 0.31 release, and the (unnumbered) beginning of the caravan arc series.<br />
|-<br />
| [[v0.31:Release information/0.31.18|0.31.18]] || 2010-11-16<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.17|0.31.17]] || 2010-11-11<br />
| Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, castles<br />
|-<br />
| [[v0.31:Release information/0.31.16|0.31.16]] || 2010-10-04<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.15|0.31.15]] || 2010-10-03<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.14|0.31.14]] || 2010-09-23<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.13|0.31.13]] || 2010-09-15<br />
| Entity populations, sprawl, river density tweaking, TrueType font support<br />
|-<br />
| [[v0.31:Release information/0.31.12|0.31.12]] || 2010-07-25<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.11|0.31.11]] || 2010-07-23<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.10|0.31.10]] || 2010-07-11<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.09|0.31.09]] || 2010-07-10<br />
| Adventure mode knapping and butchery, combat improvements<br />
|-<br />
| [[v0.31:Release information/0.31.08|0.31.08]] || 2010-06-19<br />
| ''Hotfix''<br />
|-<br />
| [[v0.31:Release information/0.31.07|0.31.07]] || 2010-06-19<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.06|0.31.06]] || 2010-06-09<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.05|0.31.05]] || 2010-06-04<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.04|0.31.04]] || 2010-05-16<br />
| Merge with the 40d19 branch<br />
|-<br />
| [[v0.31:Release information/0.31.03|0.31.03]] || 2010-04-12<br />
| Ability to create undead in arena<br />
|-<br />
| [[v0.31:Release information/0.31.02|0.31.02]] || 2010-04-08<br />
| ''Bugfix''<br />
|-<br />
| [[v0.31:Release information/0.31.01|0.31.01]] || 2010-04-01<br />
| Overhaul of many aspects of the game: new material system, new fortress military system, healthcare and combat system was heavily expanded, [[thoughts]] have been redone, creatures now have 19 [[attributes]], which affects [[skills]], body features influences gameplay, underground areas have been totally redone, introduced [[raws]], [[genetics]], [[caste]]s, [[burrow]]s, [[poison]]s, [[Tree#Underground trees|underground trees]], [[forgotten beast]]s, [[arena mode]], and dozens of minor changes<br />
|}<br />
<br />
== 3D Version (before 2010) ==<br />
[[40d:Release information/Branch|''Branch'':]] 0.28.181.40d2 thru 0.28.181.40d19: OpenGL optimizations, macros, zooming<br />
<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[40d:Release information/0.28.181.40d|0.28.181.40d]] || 2008-09-06<br />
| ''Bugfix''; [[40d:Cat cancels Store Item in Stockpile: Too injured|Cat bug introduced]]<br />
|-<br />
| [[40d:Release information/0.28.181.40c|0.28.181.40c]] || 2008-08-21<br />
| ''Hotfix'', partial print now allows specifying a frame count<br />
|-<br />
| [[40d:Release information/0.28.181.40b|0.28.181.40b]] || 2008-08-20<br />
| Partial print, windowed/fullscreen gridsizes<br />
|-<br />
| [[40d:Release information/0.28.181.40a|0.28.181.40a]] || 2008-08-18<br />
| Embark profiles added, [[note]]s extended to embark map, customizable forbid [[orders]] added (used ammunition, dead creatures' possessions, etc.), and dwarves now try to store items in partially-filled containers instead of empty ones<br />
|-<br />
| [[40d:Release information/0.28.181.39f|0.28.181.39f]] || 2008-08-09<br />
| [[Custom grid]] sizes added<br />
|-<br />
| [[40d:Release information/0.28.181.39e|0.28.181.39e]] || 2008-07-23<br />
| ''Hotfix''<br />
|-<br />
| [[40d:Release information/0.28.181.39d|0.28.181.39d]] || 2008-07-23<br />
| Added [[Site finder]], can display hidden map features when choosing a site, [[Note]] support implemented, and worldgen presets added<br />
|-<br />
| [[40d:Release information/0.28.181.39c|0.28.181.39c]] || 2008-07-16<br />
| ''Hotfix''<br />
|-<br />
| [[40d:Release information/0.28.181.39b|0.28.181.39b]] || 2008-07-14<br />
| ''Hotfix''; trees in [[Elf|Elven]] forest retreats no longer have names<br />
|-<br />
| [[40d:Release information/0.28.181.39a|0.28.181.39a]] || 2008-07-13<br />
| Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; cats and trained animals are now named on adoption, human weapon stores stock more stuff (including ammo), placing [[construction]]s now destroys engravings, and flying creatures no longer give birth in mid-air<br />
|-<br />
| [[40d:Release information/0.27.176.38c|0.27.176.38c]] || 2008-02-24<br />
| ''Bugfix''<br />
|-<br />
| [[40d:Release information/0.27.176.38b|0.27.176.38b]] || 2008-02-23<br />
| First Macintosh-compatible release; Dwarves no longer carry their artifacts around, booze food no longer melts, worlds can now have custom sizes<br />
|-<br />
| [[40d:Release information/0.27.176.38a|0.27.176.38a]] || 2008-02-15<br />
| Magma pipes now refill, ZERO_RENT and BABY_CHILD_CAP init.txt options were added, strange moods no longer convert workshops, metal crossbows now made by [[weaponsmith]]s instead of [[bowyer]]s, dwarves chat and make friends/grudges and get married, unhappy thoughts from [[masterpiece]] destruction are now reduced based on the number of masterpieces the dwarf has made, and plants can now drown in deep water<br />
|-<br />
| [[40d:Release information/0.27.173.38a|0.27.173.38a]] || 2008-02-04<br />
| [[Sphere]]s added, lots of new entity tags, numerous worldgen improvements, religions implemented, undead [[ruin]]s removed<br />
|-<br />
| [[40d:Release information/0.27.169.33g|0.27.169.33g]] || 2007-12-21<br />
| Mud no longer dries up during winter, occupied cages are named according to their contents, brand new "Bring to depot" interface, [[strange mood]]s no longer require glass until you actually make some<br />
|-<br />
| [[40d:Release information/0.27.169.33f|0.27.169.33f]] || 2007-12-14<br />
| ''Bugfix''; mud and blood no longer spread, auto-[[forbid]] fired ammunition, donkey/horse foals are now named properly, graphics sets can now use custom tiles for appointed nobles, and flux stones now have a value of 2 again.<br />
|-<br />
| [[40d:Release information/0.27.169.33e|0.27.169.33e]] || 2007-12-08<br />
| ''Bugfix''; in particular, nobles no longer order themselves to be punished for failed mandates, donkeys can now breed, most types of vermin no longer have bones, and most types of fish no longer have lungs or throats<br />
|-<br />
| [[40d:Release information/0.27.169.33d|0.27.169.33d]] || 2007-11-30<br />
| ''Bugfix''<br />
|-<br />
| [[40d:Release information/0.27.169.33c|0.27.169.33c]] || 2007-11-23<br />
| Animals screen now labels war dogs and hunting dogs correctly, [[sliver barb]]s now have seeds, and process priority can now be configured in init.txt<br />
|-<br />
| [[40d:Release information/0.27.169.33b|0.27.169.33b]] || 2007-11-16<br />
| [[Carp]] and other fish no longer gain [[swimming]] skill (making them ''slightly'' less dangerous), and various ore types now properly show up as '*' when mined.<br />
|-<br />
| [[40d:Release information/0.27.169.33a|0.27.169.33a]] || 2007-11-01<br />
| added [[wood]]en [[block]]s, renamed aluminum ore to "native aluminum", [[mountain gnome]]s and [[dark gnome]]s no longer butcherable<br />
|-<br />
| [[40d:Release information/0.27.169.32a|0.27.169.32a]] || 2007-10-29<br />
| The very first fully 3D version<br />
|}<br />
<br />
== 2D Version ==<br />
{| class=wikitable<br />
! style="width:85px"|Version<br />
! style="width:100px"|Date of release<br />
! Note<br />
|-<br />
| [[23a:Release information/0.23.130.23a|0.23.130.23a]] || 2007-01-18<br />
| ''Hotfix'' - Final version<br />
|-<br />
| [[23a:Release information/0.23.125.23b|0.23.125.23b]] || 2007-01-16<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.23.125.23a|0.23.125.23a]] || 2007-01-16<br />
| Temperature support was further improved, population/FPS caps were added, coffins could now be restricted to only dwarves or only pets, and animals could now be marked for slaughter from their {{K|v}}-{{K|p}} screen. Spirits of fire also got a '''lot''' hotter. For some reason, [[horse]]s are now made of [[iron]].<br />
|-<br />
| [[23a:Release information/0.22.123.23a|0.22.123.23a]] || 2006-12-21<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.22.123.23a|0.22.123.23a]] || 2006-12-21<br />
| More workshop orders were added - auto collect webs, auto slaughter, auto butcher, auto tan; male cows are now called bulls, and whips can no longer get stuck in opponents<br />
|-<br />
| [[23a:Release information/0.22.121.23b|0.22.121.23b]] || 2006-12-16<br />
| The ability to disable temperature and weather were added (to boost FPS)<br />
|-<br />
| [[23a:Release information/0.22.121.23a|0.22.121.23a]] || 2006-12-14<br />
| Bins could now be made from metal, and the embark screen now described your biome and listed what civilizations were nearby<br />
|-<br />
| [[23a:Release information/0.22.120.23b|0.22.120.23b]] || 2006-12-10<br />
| Improved temperature support was added<br />
|-<br />
| [[23a:Release information/0.22.120.23a|0.22.120.23a]] || 2006-11-23<br />
| The ability to use custom [[graphics sets]] was added<br />
|-<br />
| [[23a:Release information/0.22.110.23c|0.22.110.23c]] || 2006-11-17<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.22.110.23b|0.22.110.23b]] || 2006-11-15<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.22.110.23a|0.22.110.23a]] || 2006-11-14 {{cite devlog|2006|11|14}}<br />
| [[Dye]]s and dyeing were implemented, allowed sewing cloth/leather images into goods, as well as more detailed [[decoration|art]] (historical figures and events, special shapes); standing orders now allowed auto collecting webs and only using dyed cloth<br />
|-<br />
| [[23a:Release information/0.22.110.22f|0.22.110.22f]] || 2006-11-03<br />
| ''Bugfix''; additionally, butterflies, fireflies, and dragonflies can no longer be kept as pets. [[Boatmurdered]] began in this version.<br />
|-<br />
| [[23a:Release information/0.22.110.22e|0.22.110.22e]] || 2006-10-29<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.22.110.22d|0.22.110.22d]] || 2006-10-29<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.22.110.22c|0.22.110.22c]] || 2006-10-29<br />
| Custom [[stockpile]]s were added (previously, there were only 16 basic stockpile types; things like [[potash]] would be stored with your metal bars and you could not force [[seed]]s to be kept near the farm).<br />
|-<br />
| [[23a:Release information/0.22.110.22b|0.22.110.22b]] || 2006-10-21<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.22.110.22a|0.22.110.22a]] || 2006-10-21<br />
| Inventory system changes (most notably, gloves and boots were split into two items (left & right for gloves))<br />
|-<br />
| [[23a:Release information/0.22.107.21a|0.22.107.21a]] || 2006-10-02<br />
| Various changes to [[adventurer mode]] - guards and families, plus "." as a wait key<br />
|-<br />
| [[23a:Release information/0.21.105.21a|0.21.105.21a]] || 2006-09-25<br />
| ''Hotfix''<br />
|-<br />
| [[23a:Release information/0.21.104.21c|0.21.104.21c]] || 2006-09-25<br />
| Making potash no longer required making ashes into lye first.<br />
|-<br />
| [[23a:Release information/0.21.104.21b|0.21.104.21b]] || 2006-09-16<br />
| Workshop profiles were added, along with showing genders on the Animal status screen<br />
|-<br />
| [[23a:Release information/0.21.104.21a|0.21.104.21a]] || 2006-09-08<br />
| [[Designation|Designating]] with the mouse was added<br />
|-<br />
| [[23a:Release information/0.21.104.19d|0.21.104.19d]] || 2006-09-02<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.104.19c|0.21.104.19c]] || 2006-09-02<br />
| The ability to hide engravings was added, announcement consolidation (x15), seasonal blood cleanup was temporarily added (and would remain until version 0.31)<br />
|-<br />
| [[23a:Release information/0.21.104.19b|0.21.104.19b]] || 2006-08-27<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.104.19a|0.21.104.19a]] || 2006-08-27<br />
| The ability to "chasm" items was added (complete with attacks from chasm creatures as a result), as well as butchering cats<br />
|-<br />
| [[23a:Release information/0.21.102.19a|0.21.102.19a]] || 2006-08-24<br />
| Dwarves could now have custom nicknames and professions, fullscreen could be toggled, starting animals would have mixed genders, horses could breed<br />
|-<br />
| [[23a:Release information/0.21.101.19d|0.21.101.19d]] || 2006-08-21<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.101.19c|0.21.101.19c]] || 2006-08-20<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.101.19b|0.21.101.19b]] || 2006-08-20<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.101.19a|0.21.101.19a]] || 2006-08-19<br />
| Adventurers could now have custom first names<br />
|-<br />
| [[23a:Release information/0.21.100.19a|0.21.100.19a]] || 2006-08-16<br />
| Gender symbol was added to unit views, config options for disabling sound and the intro movie, command-line world generation, ability to export local map<br />
|-<br />
| [[23a:Release information/0.21.95.19c|0.21.95.19c]] || 2006-08-14<br />
| Farm plot fertilization could be controlled directly<br />
|-<br />
| [[23a:Release information/0.21.95.19b|0.21.95.19b]] || 2006-08-13<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.95.19a|0.21.95.19a]] || 2006-08-12<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.93.19c|0.21.93.19c]] || 2006-08-10<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.93.19b|0.21.93.19b]] || 2006-08-10<br />
| ''Bugfix''<br />
|-<br />
| [[23a:Release information/0.21.93.19a|0.21.93.19a]] || 2006-08-08<br />
| Initial public release<br />
|}<br />
[[Category:Game development]]<br />
[[Category:Release information]]<br />
[[ru:Version history]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Food&diff=295539Food2023-10-14T14:16:04Z<p>GeloMor: /* Food groups */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
[[File:Good Food Display - NCI Visuals Online.jpg|thumb|270px|right|But there was no mustard.]][[Dwarves]] may be [[alcohol]]ics, but a dwarf cannot live on drink alone; they also need '''food'''. Hungry dwarves are indicated by: [[File:status_hungry_icon.png]] / {{Tile|↓|6:0}}. Unfed dwarves will progress from hunger to starvation and, ultimately, to death.<br />
<br />
== Mechanics of eating and hunger ==<br />
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, work more slowly, become more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.<br />
<br />
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]], but dwarves will generally not knowingly endanger their lives to finish a job. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to "No job" once they have done so. The only task that can actually lead to death by preventing a dwarf from covering their vital necessities is a mother trying to find her [[children|infant]]{{verify}}.<br />
<br />
Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer "burn time" when exposed to [[fire]]. A dwarf's fat stores are depleted by the mere fact of existing, but this happens very slowly. As a dwarf becomes hungrier, they use up more fat, and will die when their reserves are completely exhausted. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, possibly leaving some players wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.<br />
<br />
==Detailed mechanics==<br />
<br />
Hunger increments by 1 during each game tick ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)''. This rate doubles if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.<br />
<br />
:* 40000 - dwarf starts considering getting something to eat (1/120 chance per tick) if idle<br />
:* 45000 - dwarf decides to go get something to eat if idle<br />
:* 50000 - dwarf starts flashing "[[Status icon|Hungry]]"<br />
:* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat<br />
:* 75000 - dwarf starts flashing "[[Status icon|Starving]]", begins hunting for vermin<br />
:* 85000 - dwarf gets an unhappy thought about being starving<br />
:* 100000 - dwarf starts burning stored fat; when this is completely depleted, the dwarf dies of starvation<br />
<br />
Completing an Eat job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.<br />
<br />
Being starving for even a single [[time|tick]] will cause a [[miscarriage]] among pregnant dwarves.<br />
<br />
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.<br />
<br />
== Thoughts ==<br />
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High-quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort. Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.<br />
<br />
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, more likely early in a fortress's life. For this reason, it is important to get your food industry running, to provide more of a selection to the dwarves. Additional food of most categories can also be purchased from a [[caravan]].<br />
<br />
== Food groups ==<br />
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other' (includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|k}}-stocks screen that gives a fully detailed overview.<br />
<br />
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.<br />
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate. [[Vermin]] don't produce meat.<br />
*[[Creature#Aquatic|Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.<br />
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.<br />
*[[Milk]] can be [[Milker|milked]] from certain tame female animals, including the more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].<br />
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be cooked or processed into [[mead]].<br />
<br />
Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored properly.<br />
<br />
==See Also==<br />
*[[Thirst]]<br />
*[[Farming]]<br />
*[[Farm size calculations|How large a farm do I need?]] <br />
*[[Egg production]]<br />
*[[Meat industry]]<br />
*[[Kitchen]]<br />
<br />
{{Category|Food|*}}<br />
{{Industry}}<br />
[[ru:Food]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Micromanaging_tricks&diff=295538Micromanaging tricks2023-10-14T14:15:36Z<p>GeloMor: /* Mining */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}{{av}}<br />
<br />
While some aspects of Dwarf Fortress appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI. <br />
<br />
<br />
==General==<br />
*Use a [[civilian alert]] [[burrow]] to keep your dwarves in - and out of - specific locations.<br />
*Instantly locking [[door]]s can reliably keep a dwarf in a specific location (and doing a specific job), or prevent them from doing something ridiculously stupid.<br />
*Order a dwarf to go to a specific location by building an unconnected [[lever]], setting the profile on the lever to the specific dwarf, then ordering the lever be pulled. This works for Nobles too, but can be delayed by any other jobs the dwarf is currently tasked with.<br />
*Order a dwarf to go to a specific area by drafting him into the [[military]] and issuing a "move" (station) order. Note that this can make your dwarf charge *towards* any nearby enemies.<br />
*You can burrow children (eventually) by assigning them to the burrow and to beds inside. Once they take a sleep job inside the burrow they will be unlikely to leave the burrow. You can stock the safe room with food, drink, and beds and leave the children there permanently.<br />
*Cancel a "Store item in stockpile" job by finding the item in question and [[forbid]]ding it. This can keep your dwarves from running through an active battlefield to collect the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu.<br />
*If you stop an active task in progress via joblist {{K|j}}-{{K|r}} the dwarf may not accept similar jobs for about a week.<br />
<br />
==Mining==<br />
*The default priority for mining can be counter-intuitive to new users. To avoid miners running from one side of the fort to another for no apparent reason, it is recommend to designate areas to mine in batches with a unique priority. Designation priority explanation here: [[Designations_menu#Priority]].<br />
<br />
[[File:Designation_example.png|thumb|An example of mining micromanagement via prioritization]]<br />
<br />
==Advanced Mining Micromanagement==<br />
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).<br />
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).<br />
*Use a locked [[door]] or [[burrow]]s to limit mining in a specific area to a single dwarf (reliably prevents channeling "[[cave-in|accidents]]"). Designate one tile for mining, wait until your dwarf is through the door, then lock it and designate all the tiles to be mined. Don't forget to free your miner after the work is complete.<br />
*Remove a mining designation then re-designate it to transfer the job from a distant/slow dwarf to a close/fast dwarf who has already completed all the other mining in a specific area (will not work if the nearby dwarf has already taken another job elsewhere).<br />
*After finishing a mining job, miners will automatically accept any adjacent mining jobs before reevaluating jobs by priority. Note that this does not work if the adjacent job has already been claimed by a different miner. (To avoid that you can distract your other miners with higher-priority designations elsewhere.)<br />
*Single-tile wide tunnels are the most efficient designation. Use diagonal corners to avoid exposing two designated tiles (which will result in another free miner taking one of the two and potentially delaying mining significantly).<br />
*To keep a single miner working in one area, you can manually designate one new mining tile immediately after he completes the previous one. (Best for limited jobs in high-risk areas; for larger jobs a locked door or burrow is highly recommended.)<br />
<br />
<br />
==Building==<br />
*Buildings are prioritized according to a LIFO (last in first out) queue, meaning your most recently ordered [[construction]] will be built first. To increase priority on a previously-ordered construction, cancel it and re-order the construction.<br />
*Designate a stockpile/dump near large construction projects so your masons/carpenters/metalworkers don't have to carry the construction materials across the map by themselves.<br />
*If using a local stockpile, only order construction of as many buildings as can be supplied by your stockpile--any additional constructions will A) result in your builders dragging material across the map, and B) be completed *first*, so your stockpile won't deplete and your haulers won't be able to haul any more materials.<br />
*Items (such as blocks) that are currently selected for a hauling task are unavailable for use in buildings. To free an item, pause the game, [[forbid]] the item, unforbid it, then issue the build order using the item before unpausing the game. You can also forbid an item that is currently being hauled and the hauler will drop it when he realizes it is forbidden.<br />
<br />
<br />
==Cooking==<br />
*Use the 'z' Kitchen tab to select exactly which ingredients you want cooked.<br />
*Combine large stacks of meat with a dwarf's "[[preference|preferred]]" ingredient to create a large stack of "preferred" meals (for more happy [[thought]]s).<br />
*Multiple linked stockpiles feeding into a kitchen can force some variety in ingredient selection, and is necessary to effectively use liquid ingredients. <br />
<br />
<br />
==Military==<br />
*Move (Station) orders only cause your dwarves to move to a 7x7 non-contiguous area around the location selected. To force them to move to a specific location (such as adjacent to a fortification), build [[statue]]s (preferred), walls, or designate restricted traffic areas then order your dwarves to move from one side to the other.<br />
*Alternatively, the move command does guarantee your dwarves will move to the Z-level selected. You can build your fortifications such that the only passable tiles on that Z-level are in the positions that you desire. (Note that dwarves will also run outside your fortifications to stand on any free tiles if possible.)<br />
<br />
<br />
==Strange moods==<br />
*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the {{k|k}} stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.<br />
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.<br />
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing). <br />
<br />
{{category|Guides}}<br />
{{category|Fortress mode}}<br />
{{category|Dwarves}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Micromanaging_tricks&diff=295537Micromanaging tricks2023-10-14T14:14:51Z<p>GeloMor: /* Strange moods */</p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}{{av}}<br />
<br />
While some aspects of Dwarf Fortress appear to be designed to discourage micromanagement, others reward or require constant user manipulation. This page is a collection of tricks to micromanage your dwarves and compensate for Dwarven AI. <br />
<br />
<br />
==General==<br />
*Use a [[civilian alert]] [[burrow]] to keep your dwarves in - and out of - specific locations.<br />
*Instantly locking [[door]]s can reliably keep a dwarf in a specific location (and doing a specific job), or prevent them from doing something ridiculously stupid.<br />
*Order a dwarf to go to a specific location by building an unconnected [[lever]], setting the profile on the lever to the specific dwarf, then ordering the lever be pulled. This works for Nobles too, but can be delayed by any other jobs the dwarf is currently tasked with.<br />
*Order a dwarf to go to a specific area by drafting him into the [[military]] and issuing a "move" (station) order. Note that this can make your dwarf charge *towards* any nearby enemies.<br />
*You can burrow children (eventually) by assigning them to the burrow and to beds inside. Once they take a sleep job inside the burrow they will be unlikely to leave the burrow. You can stock the safe room with food, drink, and beds and leave the children there permanently.<br />
*Cancel a "Store item in stockpile" job by finding the item in question and [[forbid]]ding it. This can keep your dwarves from running through an active battlefield to collect the enemy's severed limbs. You can also set the default status for some items to forbidden under the [[standing orders]] menu.<br />
*If you stop an active task in progress via joblist {{K|j}}-{{K|r}} the dwarf may not accept similar jobs for about a week.<br />
<br />
==Mining==<br />
*The default priority for mining can be counter-intuitive to new users. To avoid miners running from one side of the fort to another for no apparent reason, it is recommend to designate areas to mine in batches with a unique priority. Designation priority explanation here: [[DF2014:Designations_menu#Priority]].<br />
<br />
[[File:Designation_example.png|thumb|An example of mining micromanagement via prioritization]]<br />
<br />
==Advanced Mining Micromanagement==<br />
*Miners will select mining jobs with priority based on 1) decreasing Z coordinates (lower first), 2) increasing X coordinates (West first), and 3) increasing Y coordinates (North first).<br />
*Avoid mining designations that will cause your miners to run back and forth between job sites repeatedly (such as channeling a moat in the North and South simultaneously).<br />
*Use a locked [[door]] or [[burrow]]s to limit mining in a specific area to a single dwarf (reliably prevents channeling "[[cave-in|accidents]]"). Designate one tile for mining, wait until your dwarf is through the door, then lock it and designate all the tiles to be mined. Don't forget to free your miner after the work is complete.<br />
*Remove a mining designation then re-designate it to transfer the job from a distant/slow dwarf to a close/fast dwarf who has already completed all the other mining in a specific area (will not work if the nearby dwarf has already taken another job elsewhere).<br />
*After finishing a mining job, miners will automatically accept any adjacent mining jobs before reevaluating jobs by priority. Note that this does not work if the adjacent job has already been claimed by a different miner. (To avoid that you can distract your other miners with higher-priority designations elsewhere.)<br />
*Single-tile wide tunnels are the most efficient designation. Use diagonal corners to avoid exposing two designated tiles (which will result in another free miner taking one of the two and potentially delaying mining significantly).<br />
*To keep a single miner working in one area, you can manually designate one new mining tile immediately after he completes the previous one. (Best for limited jobs in high-risk areas; for larger jobs a locked door or burrow is highly recommended.)<br />
<br />
<br />
==Building==<br />
*Buildings are prioritized according to a LIFO (last in first out) queue, meaning your most recently ordered [[construction]] will be built first. To increase priority on a previously-ordered construction, cancel it and re-order the construction.<br />
*Designate a stockpile/dump near large construction projects so your masons/carpenters/metalworkers don't have to carry the construction materials across the map by themselves.<br />
*If using a local stockpile, only order construction of as many buildings as can be supplied by your stockpile--any additional constructions will A) result in your builders dragging material across the map, and B) be completed *first*, so your stockpile won't deplete and your haulers won't be able to haul any more materials.<br />
*Items (such as blocks) that are currently selected for a hauling task are unavailable for use in buildings. To free an item, pause the game, [[forbid]] the item, unforbid it, then issue the build order using the item before unpausing the game. You can also forbid an item that is currently being hauled and the hauler will drop it when he realizes it is forbidden.<br />
<br />
<br />
==Cooking==<br />
*Use the 'z' Kitchen tab to select exactly which ingredients you want cooked.<br />
*Combine large stacks of meat with a dwarf's "[[preference|preferred]]" ingredient to create a large stack of "preferred" meals (for more happy [[thought]]s).<br />
*Multiple linked stockpiles feeding into a kitchen can force some variety in ingredient selection, and is necessary to effectively use liquid ingredients. <br />
<br />
<br />
==Military==<br />
*Move (Station) orders only cause your dwarves to move to a 7x7 non-contiguous area around the location selected. To force them to move to a specific location (such as adjacent to a fortification), build [[statue]]s (preferred), walls, or designate restricted traffic areas then order your dwarves to move from one side to the other.<br />
*Alternatively, the move command does guarantee your dwarves will move to the Z-level selected. You can build your fortifications such that the only passable tiles on that Z-level are in the positions that you desire. (Note that dwarves will also run outside your fortifications to stand on any free tiles if possible.)<br />
<br />
<br />
==Strange moods==<br />
*If you construct all the [[moodable]] workshops in your fortress with a specific type of material (e.g. chalk blocks), you can use the {{k|k}} stocks menu to quickly forbid all your moodable workshops. Note that workshops need to be forbidden ''before'' the game notifies you of the strange mood.<br />
*Placing unforbidden moodable workshops behind a locking door with stockpiles/dumps of your most valuable materials will result in high-value artifacts. You can even select the specific items used by forbidding all the items in the locked room, then unforbidding those you want your moody dwarf to use.<br />
*Forbidding a specific item that a moody dwarf has collected will send him to fetch a replacement (if still in the collection phase) or remove it from the recipe (if already constructing). <br />
<br />
{{category|Guides}}<br />
{{category|Fortress mode}}<br />
{{category|Dwarves}}</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Book&diff=295536Book2023-10-14T14:14:04Z<p>GeloMor: </p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
[[File:book_sprite_preview.png|132px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{menu icon|o}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.<br />
<br />
Quires and scrolls are found under "tools" in the {{k|k}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br />
<br />
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[container]]s.<br />
<br />
== Physical Forms ==<br />
<br />
=== Scroll ===<br />
<br />
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.<br />
<br />
=== Quire and codex ===<br />
<br />
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.<br />
<br />
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.<br />
<br />
== Production ==<br />
<br />
:''See also: [[Paper industry]]''<br />
<br />
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).<br />
<br />
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].<br />
<br />
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.<br />
<br />
==== Missions ====<br />
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.<br />
<br />
== Usage ==<br />
<br />
=== Reading ===<br />
<br />
Written books can be read, and readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.<br />
<br />
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess at least novice-level [[reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.<br />
<br />
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.<br />
<br />
=== Writing ===<br />
<br />
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.<br />
<br />
Adventurers can write their own books: First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand, then press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused.<br />
<br />
=== Combat ===<br />
<br />
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.<br />
<br />
== Subjects == <br />
<br />
=== Art ===<br />
<br />
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.<br />
<br />
=== Knowledge ===<br />
<br />
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.<br />
<br />
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).<br />
<br />
=== Secrets ===<br />
<br />
Books containing "secrets of life and death" are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it "concerns the secrets of life and death" if it does, note that books with descriptions like "Concerns the learning of the secrets of life and death" do ''not'' contain the secret and as such cannot train necromancers.<br />
<br />
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.<br />
<br />
=== Other ===<br />
<br />
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant "Form" topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines. Books may also be commentaries on other books.<br />
<br />
== Literary Forms ==<br />
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be "unlocked" by scholars discovering a certain [[topic]], and cannot be written before such a discovery.<br />
<br />
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.<br />
<br />
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Literary form name !! Purpose !! How to unlock<br />
|-<br />
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.<br />
|-<br />
| Guide || General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail. || Does not require unlocking.<br />
|-<br />
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.<br />
|-<br />
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.<br />
|-<br />
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.<br />
|-<br />
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.<br />
|-<br />
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.<br />
|-<br />
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.<br />
|-<br />
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.<br />
|-<br />
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.<br />
|-<br />
| Musical Composition || Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.<br />
|-<br />
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.<br />
|-<br />
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.<br />
|-<br />
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.<br />
|-<br />
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure. || Requires Historian's ''genealogy'' topic.<br />
|-<br />
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people. || Requires Historian's ''encyclopedia'' topic.<br />
|-<br />
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.<br />
|-<br />
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too. || Requires Historian's ''cultural comparison'' topic.<br />
|-<br />
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.<br />
|-<br />
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question. || Requires Historian's ''treatise on technological advancement'' topic.<br />
|-<br />
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.<br />
|-<br />
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires Astronomer's ''star chart'' topic.<br />
|-<br />
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires one of the Astronomer's ''star catalogue'' topics.<br />
|-<br />
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.<br />
|}<br />
<br />
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented <sup>[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]</sup>.<br />
<br />
== Titles ==<br />
<br />
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'<br />
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.<br />
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.<br />
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.<br />
<br />
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books. It would be possible to directly name your book in adventure mode this way.<br />
<br />
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, "[ANY_PRONOUN]". It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. <br />
<br />
You only get one roll per name per title. So "[NAME] Is Not [NAME]" will say something like "The Tower Is Not The Tower".<br />
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in "Tower Inside The Tower"<br />
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like "Good Hungry Flaxen Obsession". Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. <br />
<br />
These are the 7 tokens for these two txt files:<br />
[NAME]<br />
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notably, these may or may not be plural and/or have an article.<br />
Name is directly related to the content of the book.<br />
<br />
[NO_ART_NAME] (no article name)<br />
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notice that the inserted text may still be plural - limiting its usage.<br />
These likewise are related to the content of the book.<br />
<br />
[NOUN]<br />
Examples: Despair, Roots, Scrolls, Wheel-and-axles<br />
<br />
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.<br />
<br />
[ADJ]<br />
Examples: Boyish, Inky, Angry, Bronzed<br />
<br />
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.<br />
<br />
[ANY_AGE]<br />
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon<br />
<br />
Will only pull ages from the world's history, not from all possibilities.<br />
<br />
[ANY_PRONOUN]<br />
Examples: He, She, We, They<br />
<br />
It is believed it only generates subject pronouns (not "Us" or "Them"). Past tense makes this easy to use.<br />
<br />
[PHRASE]<br />
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns<br />
<br />
Due to the wide variety, this is pretty hard to use. <br />
<br />
-=-=-=-=-=-=-<br />
<br />
So, you can let the game do a lot of the work for you and generate more of this style:<br />
The [ADJ] [NO_ART_NAME]<br />
[NAME], [ADJ] [NOUN]<br />
[PHRASE], [ADJ] [NO_ART_NAME]<br />
<br />
Or you can be as specific as you'd like:<br />
<br />
My Mother Always Said, [PHRASE].<br />
<br />
[NAME], And Its Utmost Importance.<br />
<br />
[NO_ART_NAME], Do You Love Me?<br />
<br />
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].<br />
<br />
Poetic forms are generated in the same manner as Taverns/Locations.<br />
<br />
== Bugs ==<br />
<br />
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}<br />
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}<br />
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.<br />
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}<br />
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.<br />
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}<br />
<br />
== See Also ==<br />
<br />
* [[Text_book_instruction.txt]]<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}<br />
<br />
{{Translation<br />
| dwarven = thîkut<br />
| elvish = soya<br />
| goblin = zosto<br />
| human = thothil<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Book]]<br />
[[Fr:Livres (books)]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Book&diff=295535Book2023-10-14T14:12:38Z<p>GeloMor: </p>
<hr />
<div>{{Quality|Superior}}<br />
{{av}}<br />
<br />
[[File:book_sprite_preview.png|132px|right]]A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Written books are treated as [[artifact]]s, with the exception of copies. Original written works are recorded in [[legends mode]] and appear in the {{k|L}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by "(copy)" at the end of their title.<br />
<br />
Quires and scrolls are found under "tools" in the {{k|k}} Stocks screen, and codices can be found under "codices". Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br />
<br />
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[container]]s.<br />
<br />
== Physical Forms ==<br />
<br />
=== Scroll ===<br />
<br />
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.<br />
<br />
=== Quire and codex ===<br />
<br />
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.<br />
<br />
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.<br />
<br />
== Production ==<br />
<br />
:''See also: [[Paper industry]]''<br />
<br />
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).<br />
<br />
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].<br />
<br />
[[Decoration]]s such as gems and ivory can be added on unwritten scrolls. Codices cannot be normally decorated, with the exception of untitled codices. Book bindings or scroll rollers cannot be decorated.<br />
<br />
==== Missions ====<br />
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.<br />
<br />
== Usage ==<br />
<br />
=== Reading ===<br />
<br />
Written books can be read, and readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader. Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.<br />
<br />
Adventurers can read books in their possession by pressing {{k|I}} then selecting them from their inventory. Characters must possess at least novice-level [[reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of NATURAL_SKILL to one's chosen race in the raws) is therefore crucial.<br />
<br />
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.<br />
<br />
=== Writing ===<br />
<br />
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.<br />
<br />
Adventurers can write their own books: First, have an unwritten scroll or quire wielded in hand, or on the tile where you stand, then press {{k|x}}, select {{k|w}}rite, and choose the object you want to write on. You will be given a list of memorized content and prose to write about, which includes guides, essays, manuals, chronicles, letters, short stories, novels, plays, poems, choreographs, and musical compositions. For prose options, a random known subject will be used. Writing a book will take up several in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused.<br />
<br />
=== Combat ===<br />
<br />
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.<br />
<br />
== Subjects == <br />
<br />
=== Art ===<br />
<br />
Art books describe poems, choreographs, and musical compositions. Art books are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.<br />
<br />
=== Knowledge ===<br />
<br />
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.<br />
<br />
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).<br />
<br />
=== Secrets ===<br />
<br />
Books containing "secrets of life and death" are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. A book will state it "concerns the secrets of life and death" if it does, note that books with descriptions like "Concerns the learning of the secrets of life and death" do ''not'' contain the secret and as such cannot train necromancers.<br />
<br />
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book. Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.<br />
<br />
=== Other ===<br />
<br />
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant "Form" topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines. Books may also be commentaries on other books.<br />
<br />
== Literary Forms ==<br />
The content of a book is written as one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be "unlocked" by scholars discovering a certain [[topic]], and cannot be written before such a discovery.<br />
<br />
In terms of availability of literary forms in fortress mode, manuals will be most commonly written by scholars as the culmination of research. Other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.<br />
<br />
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Literary form name !! Purpose !! How to unlock<br />
|-<br />
| Manual || This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.<br />
|-<br />
| Guide || General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail. || Does not require unlocking.<br />
|-<br />
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.<br />
|-<br />
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.<br />
|-<br />
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.<br />
|-<br />
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.<br />
|-<br />
| Poem || Writes a new poem, like the Musical Composition writes a musical composition. || Requires knowing any poetry forms.<br />
|-<br />
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.<br />
|-<br />
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.<br />
|-<br />
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.<br />
|-<br />
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.<br />
|-<br />
| Musical Composition || Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.<br />
|-<br />
| Choreography || Writes a new dance, like the Musical Composition. || Requires knowing any dance forms.<br />
|-<br />
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.<br />
|-<br />
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.<br />
|-<br />
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure. || Requires Historian's ''genealogy'' topic.<br />
|-<br />
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people. || Requires Historian's ''encyclopedia'' topic.<br />
|-<br />
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.<br />
|-<br />
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too. || Requires Historian's ''cultural comparison'' topic.<br />
|-<br />
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.<br />
|-<br />
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question. || Requires Historian's ''treatise on technological advancement'' topic.<br />
|-<br />
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.<br />
|-<br />
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires Astronomer's ''star chart'' topic.<br />
|-<br />
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'. || Requires one of the Astronomer's ''star catalogue'' topics.<br />
|-<br />
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.<br />
|}<br />
<br />
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented <sup>[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]</sup>.<br />
<br />
== Titles ==<br />
<br />
Books are named from the two text files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'<br />
text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.<br />
text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.<br />
Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.<br />
<br />
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books. It would be possible to directly name your book in adventure mode this way.<br />
<br />
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, "[ANY_PRONOUN]". It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. <br />
<br />
You only get one roll per name per title. So "[NAME] Is Not [NAME]" will say something like "The Tower Is Not The Tower".<br />
[NAME] and [NO_ART_NAME] are not handled separately in this case. '[NO_ART_NAME] Inside [NAME]' will result in "Tower Inside The Tower"<br />
Rarely, this won't happen. All other tokens are rolled each instance, so [ADJ] [ADJ] [ADJ] [NOUN] will result in some nonsense like "Good Hungry Flaxen Obsession". Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. <br />
<br />
These are the 7 tokens for these two txt files:<br />
[NAME]<br />
Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notably, these may or may not be plural and/or have an article.<br />
Name is directly related to the content of the book.<br />
<br />
[NO_ART_NAME] (no article name)<br />
Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours<br />
<br />
Notice that the inserted text may still be plural - limiting its usage.<br />
These likewise are related to the content of the book.<br />
<br />
[NOUN]<br />
Examples: Despair, Roots, Scrolls, Wheel-and-axles<br />
<br />
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.<br />
<br />
[ADJ]<br />
Examples: Boyish, Inky, Angry, Bronzed<br />
<br />
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.<br />
<br />
[ANY_AGE]<br />
Examples: The Age Of Legends, The Age Of Hill Titan and Dragon<br />
<br />
Will only pull ages from the world's history, not from all possibilities.<br />
<br />
[ANY_PRONOUN]<br />
Examples: He, She, We, They<br />
<br />
It is believed it only generates subject pronouns (not "Us" or "Them"). Past tense makes this easy to use.<br />
<br />
[PHRASE]<br />
Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns<br />
<br />
Due to the wide variety, this is pretty hard to use. <br />
<br />
-=-=-=-=-=-=-<br />
<br />
So, you can let the game do a lot of the work for you and generate more of this style:<br />
The [ADJ] [NO_ART_NAME]<br />
[NAME], [ADJ] [NOUN]<br />
[PHRASE], [ADJ] [NO_ART_NAME]<br />
<br />
Or you can be as specific as you'd like:<br />
<br />
My Mother Always Said, [PHRASE].<br />
<br />
[NAME], And Its Utmost Importance.<br />
<br />
[NO_ART_NAME], Do You Love Me?<br />
<br />
I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].<br />
<br />
Poetic forms are generated in the same manner as Taverns/Locations.<br />
<br />
== Bugs ==<br />
<br />
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}<br />
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}<br />
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.<br />
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in "phantom" books.{{bug|10245}}<br />
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.<br />
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}<br />
<br />
== See Also ==<br />
<br />
* [[Text_book_instruction.txt]]<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}}}<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}}}<br />
<br />
{{Translation<br />
| dwarven = thîkut<br />
| elvish = soya<br />
| goblin = zosto<br />
| human = thothil<br />
}}<br />
<br />
{{Category|Items}}<br />
[[Ru:Book]]<br />
[[Fr:Livres (books)]]</div>GeloMorhttps://dwarffortresswiki.org/index.php?title=Lye&diff=295534Lye2023-10-14T14:05:23Z<p>GeloMor: </p>
<hr />
<div>{{migrated article}}<br />
{{Quality|Unrated}}<br />
{{av}}<br />
<br />
'''Lye''' is a material used to make [[soap]], and can also be used to make [[potash]]*. Lye is made by a [[lye maker]] at an [[ashery]], and requires 1 [[bar]] of [[ash]] and an empty [[bucket]]; ash is made from [[wood]] by a wood burner at a [[wood furnace]].<br />
<br />
:''(''<nowiki>*</nowiki> ''Although potash is more easily made directly from ash, which is also the precursor to lye.)'' <br />
<br />
Lye is moved from buckets into a [[barrel]] if you have a [[Stockpile#Food|food stockpile]] with "lye" enabled* and a spare barrel. One [[barrel]] can hold 100 units of lye. <br />
<br />
Lye can be ordered in [[trade agreement]]s. Each barrel of lye brought by a [[caravan]] contains 10 units.<br />
<br />
Lye freezes in cold weather – you'll have to wait until it thaws in order to make [[soap]]. Careful application of [[magma]] can help to unfreeze lye, or they can be moved to a warmer [[underground]] location. There is no entry for frozen lye in stockpile menus, however, so dwarves will not haul a frozen lye barrel to any type of stockpile. Barrels containing frozen lye can be moved [[underground]] to thaw by dumping them to a [[garbage dump]], but if you use the [[Designations Menu]] to mark the barrels, the frozen lye stack will be marked for dumping separately, and when it is hauled inside, it will melt into a useless puddle on the floor. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping, and its contents will go with it. If your [[trade depot]] is outdoors in freezing weather, frozen lye barrels (along with [[milk#Dwarven_ice_cream|milk]]) will appear as empty barrels in the [[Trading]] screen. They can be distinguished from empty barrels by having a price 20☼ higher than the price of the barrel, or by {{k|v}}iewing their contents. If purchased, these will also have to be dumped to thaw the lye, or will have to wait for better weather.<br />
<br />
: <nowiki>*</nowiki> Be aware: Lye is located under "Misc. Liquids" on the ''2nd page'' of the Food Stockpile screen, and under "Liquid" in the {{k|k}}-Stocks screen.<br />
<br />
[[File:Handmade Soap 1.JPG|thumb|300px|center|Handmade soap made with pure lye.]]<br />
<br />
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|LYE}}}}<br />
{{materials}}<br />
<br />
{{Category|Materials}}<br />
[[ru:Lye]]</div>GeloMor